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Alpha Game Platform® Pocket

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.

This documentation contains confidential and proprietary information of Bally


Gaming, Inc. No portion of this document may be reproduced or transmitted in any
form or by any means, electronic or mechanical, for any purpose, without the express
written permission of Bally Gaming, Inc.
The specifications and information contained in this documentation are subject to
change without notice. All statements, information, illustrations, specifications and
recommendations in this documentation are believed to be accurate but are provided
without warranty of any kind, expressed or implied.

For Customer Service and Information:


+1-702-584-7772 Outside the US
1-877-GO BALLY (877-462-2559)
in the US and Canada
584-7772 in Las Vegas
FAX: +1-702-584-7710
Or visit our website at http://www.ballytech.com
Alpha Game Platform® Pocket Guide
Table of Contents
Alpha Operating System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Power On and Boot Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
RAM Clear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
NVRAM. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
EEPROM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Ram Clear Procedure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Configuration after a RAM Clear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
System Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Setup Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Communication Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Progressive Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Controller Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Mikohn Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
MAPS Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
SAS Progressive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Internal Progressive Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Override Current . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Default Config . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Add Progressive Controllers CONFIG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
External Signs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Voucher Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Clock Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Game Play History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Event History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Game Event History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Transaction History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

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Alpha Game Platform® Pocket Guide
Table of Contents
Bill In History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Cash Out History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Hand Pay History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Voucher History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Voucher Out History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Bonus History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
External Funds Transfer History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Progressive Win History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Machine Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Machine Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Machine Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Game Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Game Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Game Period . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Protocol Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Progressive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Protocol Meters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
AFT Meters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Bill Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Security Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Error Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Clear Period Accounting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Version Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Software Manifests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Jurisdiction Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Jurisdiction Limits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Jurisdiction Bit Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Input/Output Diagnostics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

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Alpha Game Platform® Pocket Guide
Table of Contents
Door I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Cabinet I/O Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Bill Validator Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Coin Acceptor Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Hopper Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Memory Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Video Diagnostics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Com Port Diagnostics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Game Diagnostics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Top Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Reels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Bezel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
GAT Port. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Out of Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Super Config. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Auto Config Denoms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Troubleshooting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Tower Light Conditions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

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Alpha Game Platform® Pocket Guide
Table of Contents

vi DOC-ALPKT-0005[A] August 14, 2008


Alpha Game Platform Setup Pocket Guide

Alpha Operating System


Requires the following:

Part Number Description

AVOS00000324-03 OS Compact Flash

AVOCLEAR0320-00+ Clear Chip

AVBBPRO0R021-02 1GHz Kontron BIOS

Power On and Boot Sequence


NOTE: Follow the instructions for setting up and installing the chosen cabinet contained in the
Operator’s Instruction Manual for each cabinet.
Switch power on to execute a series of boot commands. Upon completion of the boot commands, a
splash screen may display containing a counter and a Bally Technologies logo.
When the counter reaches 100%, the screen blanks for 30 to 60 seconds, then the splash screen
re-displays. After approximately one minute, the game screen displays.

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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Alpha Game Platform Setup Pocket Guide

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.

Ram Clear Procedure


NOTE: A RAM Clear zeroes the accounting meters. Record all accounting informatin before executing a
RAM Clear.
Use the following instructions to complete a RAM Clear:
STEP 1. Open the main door and ensure the system power is off.
STEP 2. Open the logic door and locate the operating system (OS) and game CompactFlash
(CF). The OS is in the top socket, and the game CF is in the bottom socket.
STEP 3. Remove the OS CF and replace it with the RAM Clear CF.
STEP 4. Remove the Game CF for faster booting of the RAM Clear CF.
STEP 5. Switch the system power on.
STEP 6. Turn the Attendant key to execute the NVRAM and EEPROM Clear. The RAM Clear status
messages will display when the process is complete.
STEP 7. With the system power off, remove the RAM Clear CF.
STEP 8. Re-install the OS and the Game CF.
STEP 9. Switch the system power on.

Configuration after a RAM Clear


Upon application of system power after a RAM Clear, the base denomination and other critical
parameters must be configured from the Setup Menu before the machine can be placed into service.
System Menus
The Attendant Menu and Setup Menu are similar, except for their methods of access. The Attendant Menu
becomes available by turning a key in the Attendant key switch. The Attendant Menu has a blue
background. The Setup Menu requires pressing of the Test button located within the cabinet interior.
The Setup Menu has a purple background.
The menus provide access to configure the machine, to review game history, to view accounting
information, and to perform diagnostics.
Features or settings depend upon the game CF and the Jurisdiction chip installed; therefore, some
features may not be available.
NOTE: For space considerations, the menus are shown out of order.

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Alpha Game Platform Setup Pocket Guide

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Alpha Game Platform Setup Pocket Guide

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Alpha Game Platform Setup Pocket Guide

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

(Status or Error Messages)


Diagnostics

History

Setup

Out Of
Service

Commands

Return
To Game OPEN DOOR M

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Alpha Game Platform Setup Pocket Guide

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 Setup


The touch screen senses capacitive changes when an area contacts human skin and provides the
X-Y coordinates to the MPU. Calibration assures accurate positioning in relation to the icons on the
screen. The actual calibration is performed first and then the accuracy is tested using the Test Touch
Screen button icon.

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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Alpha Game Platform Setup Pocket Guide
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.

Machine Info Setup

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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Alpha Game Platform Setup Pocket Guide
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.

STEP 1. Touch an active number field to activate a keypad with


which to enter the serial number.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set Serial icon to save the entry. Cannot change
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.

Asset Number A unique identification number which may be assigned by a network


Administrator. For some Host systems, the number must be entered for
successful communication. Can change without a RAM Clear.

STEP 1. Touch an active number field to activate a keypad with


which to enter the asset number.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set Asset icon to save the entry. Can change
without a RAM Clear.

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Alpha Game Platform Setup Pocket Guide
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.

STEP 1. Touch Voucher Printer field.


STEP 2. Select No Printer or the model of printer from the following
list:
• FutureLogic (Seiko PSA-66T)
• Ithaca 750
• Ithaca 850
• Ithaca 950

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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Alpha Game Platform Setup Pocket Guide
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.

STEP 1. Touch the Coin Acceptor field.


STEP 2. Select None or the model of coin acceptor from the
following list:
• Coin Mechanisms, Inc. MC-40
• Alternate: The IDX® coin acceptor can also be used with
this setting with Personality Plug PP62.

Hopper The supported coin hopper is manufactured by Bally Technologies.

STEP 1. Touch the Hopper field.


STEP 2. Select No Hopper or the model of hopper from the list.

Bill The bill acceptor protocols available are those used by JCM-American (JCM)
Validator and MEI (MARS).

STEP 1. Touch the Bill Validator field.


STEP 2. Select No Billval or the model of bill validator from the list.

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.

STEP 1. Touch the Button Panel field.


STEP 2. Select the model of button panel from the following list:
• 5-button
• 11-button
• 14-button
• 16-button

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Alpha Game Platform Setup Pocket Guide
Table 1: Setup Menu

Coin Acceptor Setup

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.

Hard Meter Setup

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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Alpha Game Platform Setup Pocket Guide
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.

STEP 1. Touch Base Denom to activate a keypad with which to enter


the base denomination 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

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).

STEP 1. Touch Credit Limit to activate a keypad with which to enter


the maximum amount of credit that may show in the credit
meter at any one time.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.

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.

STEP 1. Touch Jackpot Limit to activate a keypad with which to enter


the level at which a single win amount causes the machine to
display a jackpot.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.

Multi-Denom The choices for Multi-Denom are Enable or Disable. If the feature is enabled,
a variety of wager denomination choices are available.

STEP 1. Touch Multi-Denom.


STEP 2. Press Enable to select.
STEP 3. Select appropriate wager denomination.
STEP 4. Touch the Set icon to save the entry.

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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.

STEP 1. Touch Hopper Limit 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.

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.

STEP 1. Touch Default Denom to activate a keypad with which to


enter the acceptable default denom value.
STEP 2. Press Enter to place the entry into the field.
STEP 3. Touch the Set icon to save the entry.

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.

STEP 1. Touch Printer Limit 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.

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.

STEP 1. Touch Upper Jackpot 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.

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

Cash Out Options

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.

Restricted Restricted Promotional Credits enables the accounting features of the


Promotional machine to accept and control credits that must be wagered or converted
Credits/Restricted to a promotional voucher. If Restricted Promotional Voucher Out is not
Promotional enabled, all promotional credits must be wagered. If Restricted Promotional
Voucher Out Credits is disabled, Restricted Promotional Voucher Out defaults to disabled.
STEP 1. Touch Restricted Promotional Credits or Restricted
Promotional Voucher Out 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

Residual Credit Gamble Feature

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.

STEP 2.1. Touch an icon to select the Number of Paylines.


STEP 2.2. Touch an icon to select the Max Bet Per Line.
STEP 2.3. The Line Button Layout (Line) and the Bet Per Line Button
Layout (Bet) fields display the configuration of the respective
button layouts.
STEP 2.4. Touch the Double-Up button icon, where available, to enable or
disable the Double-Up feature.
STEP 2.5. Touch the Save and Exit button icon to save the new settings and
exit the setup screen.

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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

Dual Host Setup


Some features supported by the machine may require networking with more than one host system.
Dual Host Setup provides configuration for multiple systems.
Touching the Dual Host Setup provides configuration for multiple systems.
NOTE: The fields in the Dual Host Options submenu are not available until the selections made in the
Serial Communications Setup submenu have been saved by touching the Save button icon.
STEP 1. Touch the Dual Host Setup button icon to open the Dual Host Options submenu.
STEP 2. Touch any highlighted field to change.
STEP 3. Upon completion, touch Save to save information to memory.
AFT Advanced Funds Transfer, if supported by the Host system, provides for
transferring wagering funds between an accounting Host and the machine.
Machine Control Any protocol message that a Host can issue that would change the settings
of the gaming machine, its peripherals, or availability of the machine for play.
Machine Control functions are restricted to a single channel and can be set to
SAS Primary or SAS Secondary.
Legacy Bonusing SAS protocol bonusing commands. It is available only on a single channel.
Voucher In Selects the Host responsible for voucher control.
Voucher Out Selects the Host responsible for voucher control.
Voucher Location Used with more than one host protocol. It allows the operator to choose
Data which protocol (or operator setup menu) supplies the voucher data.
Certificate Out Only used for CMT machines. CMT machine settings are OFF or SDG. If the
game does not support certificates, the setting is Disabled.
Advanced Funds Transfer Setup
Provides for transferring wagering funds between a host and a machine. AFT configuration will not
be available until the items listed in the following table are first configured:
Item Submenu Setting Page Reference
AFT Dual Host Setup SAS Primary or See: “Dual Host Setup”
SAS Secondary above
Asset Number Machine Setup Number (must match See: “Asset Number”
setting in host) on page 9
Restricted Cash Out Options Enabled See: “Cash Out
Prmotional Credits Options” on page 18
Non Restricted Cash Out Options Enabled See: “Cash Out
Promotional Options” on page 18
Credits

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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

New Progressive Setup


STEP 1. Touch the New Progressive button icon to open the Progressive Combo screen.
NOTE: A progressive combination is a Game Theme, Game Paytable, and Denomination.
Each Game Theme has an associated Game Paytable. Each Game Paytable has an
associated Denomination. A selected game theme highlights green and displays the
available denominations.
STEP 2. Select a game theme.
STEP 3. Select one paytable from the choices that display.
STEP 4. Select the denominations to associate with the paytable from the choices that display.
STEP 5. Repeat for all desired Game Themes.
STEP 6. Touch the Done button icon to save and return to the Progressive Setup screen displaying
each combination chosen.

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.

STEP 1. Select MAPS and touch the Config field.


STEP 2. Touch the Version field to select either MAPS or MAPS X.
NOTE: MAPS X is the selection most often used.
Selecting MAPS
Displays a screen that states: Maps auto-configured for one level. MAPS Progressive Levels
Not Configurable.
Selecting MAPS X
The Denomination field is set in the game configuration file to the MAPS X progressive
pay denomination.
The Progressive Level 0 through Level 7 fields are set to the associated Controller and
Jackpot levels.
STEP 3. Touch the Select button icon to open a submenu to configure jackpot levels for each
installed game.
STEP 4. Touch the Next Game button icon to navigate to the next available paytable.
STEP 5. Touch the Previous Game button icon to navigate to the previous available paytable.
STEP 6. Touch Save.
NOTE: The denomination field is part of the game configuration file and cannot be
changed by the Operator.

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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.

NOTE: The Current value may reflect amounts in escrow or shortages.


STEP 6. Touch the Maximum field to set the maximum value. 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 7. Touch Save.

Table 4: Internal Setup

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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Add Progressive Controllers CONFIG


Progressive combinations must be assigned to a controller from the Add Progressive Controllers screen.
STEP 1. Touch the CONFIG field to open the Progressive Setup screen.
STEP 2. Touch the Config button icon to open the Assign Progressive Combinations screen.
STEP 3. Touch the Controller button icon to open a selection window from which to assign a
controller.
STEP 4. Touch Set.
STEP 5. Touch the Level button icon to assign a level.
STEP 6. Touch Set.
STEP 7. Upon completion of assigning all progressive controllers, touch the Save All button icon
to save the settings.
NOTE: An alternative method is available to assign all the combinations to a particular
controller.
STEP 7.1. From the Assign Progressive Combinations screen, touch the Select Controller
icon to open a window of available controllers.
STEP 7.2. To assign all the combinations to a specific controller, highlight a controller in
the window.
STEP 7.3. Touch Set.
STEP 7.4. Upon completion of assigning all progressive controllers, touch the Save All
button icon to save the settings.
NOTE: The options are set only once. When Save All is touched, the
configurations is committed and cannot change without a RAM Clear.
External Signs
The machine can communicate with external signs to display progressive values. The progressive values
are associated with the external signs through the External Sign Configuration screen.
STEP 1. Touch External Signs to open the External Sign Configuration screen.
STEP 2. Touch each field to display a list of selections.
STEP 3. Touch the appropriate selection.
STEP 4. Touch Set to accept the selection.
STEP 5. Upon completing all fields, touch Save to save the settings.
Table 5: External Sign Setup

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.

NOTE: The events logged vary by jurisdiction.


STEP 1. Touch Event History.
STEP 2. Touch the Next Page button icon to navigate to the next page.
STEP 3. If a printer is installed in the machine, touch the Print Page button icon to print displayed
items to ticket stock.

Game Event History


A chronological listing of game-related events. The events recorded depend upon the games installed
in the cabinet. Up to 20 game-specific events can be stored in this log.
STEP 1. Touch Game Event 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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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.

Voucher Out History


Vouchers dispensed by the gaming machine are listed in Voucher Out History. Up to 35 time-stamped
voucher out events are available. For security, only the last four digits of the validation number display.
STEP 1. Touch Voucher 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.

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.

External Funds Transfer History


If the gaming machine is capable of sending and receiving funds from a financial institution, each time
stamped event is recorded in External Funds Transfer History. Up to 127 events can be stored in this log.
STEP 1. Touch External Funds Transfer.
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.

Progressive Win History


If the gaming machine is configured for a progressive award, each time-stamped win is recorded in
Progressive Win History. Up to eight progressive levels with up to 20 progressive wins per level are
available for review.

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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.

Clear Period Accounting


Provides the opportunity to set all values of period meters to zero.
From the Setup screen:
STEP 1. Touch Accounting.
STEP 2. Touch Clear Period Accounting to open the Clear Period Meters screen.
STEP 3. Touch Clear Meters to set all period meters to zero.

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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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Jurisdiction Bit Codes


Displays the contents of the Jurisdiction Chip in hexadecimal.
STEP 1. Touch Diagnostics.
STEP 2. Touch Jurisdiction Information.
STEP 3. Touch Jurisdiction Bit Codes.

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.

Door I/O Diagnostics


Displays the Front Panel Board Inputs screen which presents a list of switches that may be available on
the machine and the current status of each switch (on (1) or off (0).
STEP 1. Touch Diagnostics.
STEP 2. Touch Input/Output Diagnostics.
STEP 3. Touch Door I/O Diagnostics.
STEP 4. Touch the Next Page button icon to open the Front Panel Board Outputs screen.
STEP 5. Touch an icon to light a lamp, or touch Auto Cycle to automatically toggle each lamp
once.
STEP 6. Touch the Previous Page button icon to return to the previous screen.

NOTE: For details about the information displayed on the screen, see the Alpha Game Setup and
Operation Manual, MK2-ALPHA-006.

Cabinet I/O Diagnostics


STEP 1. Touch Diagnostics.
STEP 2. Touch Cabinet Diagnostics.

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.

Processor I/O Diagnostics


Opens the Processor Inputs screen, which presents a listing of other inputs and the status of each (on (1)
or off (0).
STEP 1. Touch Diagnostics.
STEP 2. Touch Input/Output Diagnostics.
STEP 3. Touch Processor I/O Diagnostics.
NOTE: For details about the information displayed on the screen, see the Alpha Game Setup and
Operation Manual, MK2-ALPHA-006.

Bill Validator Test


Provides verification of the bill acceptor to correctly process currency. Items presented to the bill
acceptor will be accepted, evaluated, then returned to the Operator. The denomination of the last bill
displays, along with quantities of bills categorized by denomination.
STEP 1. Touch Diagnostics.
STEP 2. Touch Input/Output Diagnostics.
STEP 3. Touch Bill Validation Test.
Coin Acceptor Test
Provides verification of the coin acceptor’s ability to accept coins, and verification of the operation of
the coin diverter solenoid. The test displays the number of coins through the acceptor, and the position
of the coin diverter. A Divert To Hopper icon is provided to change the state of the diverter.
STEP 1. Touch Diagnostics.
STEP 2. Touch Input/Output Diagnostics.
STEP 3. Touch Coin Acceptor Test.
STEP 4. Touch Divert to Hopper if you need to change the state of the diverter.

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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.

Com Port Diagnostics


Provides the ability to view information received and transmitted through the communication ports.
Following are the communication port assignments:

Port Assignment Port Assignment

0 Touch screen 4 Card Reader (Host Comm II in V8700A)

1 Host Com 1 5 RS-485 Protocol

2 Bill Acceptor 6 Progressive Controller (Printer in


V8700A)

3 Printer (RS-485 Protocol in V8700A) 7 Host Comm II

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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

tty M0—M7 Terminal Type (UNIX) Ports 0—7

tx (number) Number of packets transmitted

rx (number) Number of packets received

RTS/CTS/DTR Communication control line mnemonic: RTS=ready to send, CTS=clear to send,


DTR=data terminal ready

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

UART Port One of eight (0-7) communication ports.

RX Data received. The data displays in hexadecimal with a white font.

TX Data transmitted. The data displays in hexadecimal with a black font.

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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.

Top Reel Lights


If the feature is installed, the Top Reel Lights diagnostic activates the enhanced presentation illumination
that highlights winning combinations on the reels. The diagnostic cycles the reel lights through the
available colors.
STEP 1. Touch Diagnostics.
STEP 2. Touch Game Diagnostics.
STEP 3. Touch Top Reel Lights.
STEP 4. Touch Top Reel Lights 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.

Auto Config Denoms


Not currently used.

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Troubleshooting.
Table 8: Error Table

System Errors Machine State Action to Take

Power Reset Machine is playable. If unexpected, check for overloaded power


circuit (too many machines on one circuit).
Check for faulty power supply.

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.

NVRAM Battery 1 Low Machine is suspended. Replace the battery.

NVRAM Battery 2 Low Machine is suspended. Replace the battery.

NVRAM Device Error Machine is suspended. Check for corrupted NVRAM.

NVRAM System Error Machine is suspended. Check for corrupted NVRAM.

EEPROM Device Error Machine is suspended. Check the EEPROM.

EEPROM System Error Machine is suspended. Check the EEPROM.

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

Bill Acceptor Errors Machine State Action to Take

BillVal Acceptor Jam Machine is playable. Check the bill acceptor for
jammed bills.

BillVal Com Error Machine is playable. Check bill acceptor connector.

BillVal Device Error Machine is playable. Replace the bill acceptor head.

BillVal Port Error Machine is suspended. Test UART on I/O board.

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.

BillVal Stacker Full Machine is playable. Replace the stacker can.

BillVal System Error Machine is suspended. Test the processor board.

BillVal Tamper Machine is suspended. Check for stringing.

Table 10: Coin Acceptor Events

Coin Acceptor Errors Machine State Action to Take

Coin Acceptor Jam Machine is suspended. Check coin acceptor and


optics. Remove any
obstruction.

Coin Acceptor Tamper Machine is suspended. Check for stringing.

Coin-In Device Error Machine is suspended. Check the coin acceptor.

Coin-In System Error Machine is suspended. Check the I/O board.

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Table 11: Door Events

Door Errors Machine State Action to Take

Belly Door Open Machine is suspended. Check belly door.

BillVal Door Open Machine is suspended. Check bill acceptor door.

Drop Door Open Machine is suspended. Check drop door.

Hood Door Open Machine is suspended. Check hood door (slant top).

Logic Door Open Machine is suspended. Check logic door.

Main Door Open Machine is suspended. If unexpected, check for faulty


door switches or damaged latch.

Main Door Tamper Machine is suspended. Check main door.

TopBox Main Door Open Machine is suspended. Check TopBox main door.

TopBox Logic Door Open Machine is suspended. Check TopBox logic door.

Table 12: Hard Meter Events

Hard Meter Errors Machine State Action to Take

Hard Meter Disconnect Machine is suspended. Check meter connection.

Hard Meter 1 shorted Machine is suspended. Check meter connection.

Hard Meter 2 shorted Machine is suspended. Check meter connection.

Hard Meter 3 shorted Machine is suspended. Check meter connection.

Hard Meter 4 shorted Machine is suspended. Check meter connection.

Hard Meter 5 shorted Machine is suspended. Check meter connection.

Hard Meter 6 shorted Machine is suspended. Check meter connection.

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Table 13: Hopper Events

Hopper Errors Machine State Action to Take

Extra Coin Out Machine is suspended. Check hopper and knife.

Hopper Device Error Machine is suspended. Test the hopper.

Hopper Empty Machine is suspended. Check or fill hopper.

Hopper Jam Machine is suspended. Check the hopper.

Hopper Runaway Machine is suspended. Check hopper electronics.

Hopper System Error Machine is suspended. Check the I/O board.

Hopper Tamper Machine is suspended. Check hopper coin out switch.

Table 14: Gadget Events

Gadget Errors Machine Events Action to Take

Bezel Disconnected Machine is suspended. Open main door, check USB


cable connections, close door.

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

Protocol/Comm Errors Machine State Action to Take

Machine Disabled Machine is suspended. Displays for various reasons,


including SAS communication
breakdown.

Machine Suspended Machine is suspended. Displays for various reasons,


check the main system board.

Protocol Com Error Machine is suspended. Check protocol configuration

Protocol Config Error Machine is suspended. Check protocol configuration.

Protocol Event Error Machine is suspended. Check protocol configuration.

Table 16: Printer Events

Printer Errors Machine State Action to Take

Power Fault while Printing Machine is suspended. Check printer cabling.

Printer Close Error Machine is suspended. Check printer cabling.

Printer Com Error Machine is suspended. FutureLogic only. Check the


printer.

Printer Config Error Machine is suspended. Check the printer


configuration.

Printer Device Error Machine is suspended. Test or replace the printer.

Printer Fail to Reset Machine is suspended. Check printer cabling.

Printer Not Set Machine is suspended. Check printer cabling.

Printer Off Line Machine is suspended. Check printer cabling.

Printer Open Error Machine is suspended. Close the printer.

Printer Out of Paper Machine is suspended. Replenish the paper.

Printer Jam Machine is suspended. Check printer path.

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Table 16: Printer Events

Printer Errors Machine State Action to Take

Printer Paper Low Machine is suspended. Replenish the paper.

Printer Power Off Machine is suspended. Check printer cabling.

Printer Receive Error Machine is suspended. Check printer cabling.

Printer System Error Machine is suspended. Test or replace the printer.

Printer Time-out Error Machine is suspended. Check or replace the printer.

Printer Transmit Error Machine is suspended. Check printer cabling.

Table 17: Touch Screen Events

Touch Screen Errors Machine State Action to Take

Touch Screen Calib Error Machine is suspended. Calibrate the touch screen.

Touch Screen Com Error Machine is suspended. Check touch screen


connectors.

Touch Screen Device Error Machine is suspended. Check the controller.

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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Tower Light Conditions


The Service Light and the Attendant Light operate according to the following table:
Table 18: Two-Tier Tower Light Conditions

Event Attendant (upper) Service (lower)

Idle Off Door *

Change On Door *

Machine Disabled On Door *

Out of Service On Door *

Admin or Setup Fast Door *

Tilt Slow Door *

Hand Pay, Doors Closed Slow Slow

Hand Pay with Tilt, Doors Closed Slow Slow

Hand Pay, Door Open (not drop door) Slow Medium

Hand Pay, Drop Door Open Slow Fast

*Door — Door Closed = Off


*Drop Door Open = Fast
*Any Other Door = Medium

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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