Theory of Operation. Week # 3

Theory of Operation Week # 3 Overview • Items to be covered • Modes of Operation • • • • • • • • I.G.T.A.O.S.S. Idle mode Game Play mode Tilt mode...
Author: Gillian York
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Theory of Operation Week # 3

Overview

• Items to be covered • Modes of Operation • • • • • • • •

I.G.T.A.O.S.S. Idle mode Game Play mode Tilt mode Attract mode Out of Service mode Self Test mode Statistical Data mode

• Typical Block Diagram of a Slot Machine • Page 2.1.1.5

Types of Gaming Machines • I.G.T.A.O.S.S.

• Mnemonic for the seven modes of slot machine operation

• IDLE mode

• Some of the multiple versions • Coin in (Rare in Las Vegas) • Paper Currency or Ticket in Only

• In the IDLE Mode the machine is Ready for Play

• If connected to a Ticket-IN-Ticket-Out (TITO) backend system, the machine will take bills and tickets, some still take coins. • If not connected to a TITO backend system, the machines will only take bills and coins

• Coin in

• The Insert Coin lamp is on (or flash)

Types of Gaming Machines • IDLE mode • Coin in

• The coin lockout coil is in lockout • The Last Game Meter displays a number equal to the Last Game Coins Played • The Handle should be in the full upright position if there is a handle • The WIN METER displays the previous games results • The CREDIT METER displays the current credit balance • All the input ports are being monitored

• Currency or Ticket in Only

• The Bill Validator lamps are on (or flashing) depending upon manufacturer • The Last Game Meter displays a number equal to the Last Game Credits Played

Types of Gaming Machines • IDLE mode • Currency or Ticket in Only

• The Last Game Meter displays a number equal to the Last Game Credits Played • The Handle should be in the full upright position • The WIN METER displays the previous games results • The CREDIT METER displays the current credit balance • All the input ports are being monitored

• GAME PLAY MODE

• The machine enters this mode when either a coin or paper currency/ticket is entered • The coin or bill/ticket is validated by the accepting device

Types of Gaming Machines • GAME PLAY MODE

• The machine enters this mode when either a coin or paper currency/ticket is inserted • The coin or bill/ticket is validated by the accepting device

• Coin Inserted or Credit Played • Coin is sensed (counted) by the coin optic and timed • • • •

The TOTAL-IN magnetic counter increments The Coin-in Credit played sound is activated The award glass may increment (depending upon machine) The COINS PLAYED or CREDITS display increments

• If a coin, then COIN ACCEPTED lamp illuminates • The handle solenoid energizes • The handle release optic is turned off • The handle mechanism is mechanically unlocked

Types of Gaming Machines • GAME PLAY MODE • Coin Inserted or Credit Played • If there is SPIN button lamp it illuminates • If a coin is played, it is sensed by the coin-to-cash-box optic if the diverter is open

• The bill/ticket is sensed and validated by the bill acceptor • The bill validator checks inserted bill or ticket • Various sensors read key parts of the bill or ticket • The readings are compared to known values for assorted types of acceptable bills and to the acceptable format for valid tickets • The value of the bill is determined • Or the value of the ticket is determined

• The amount of credits is transferred from the bill validator to the slot machine

Types of Gaming Machines • GAME PLAY MODE • The bill/ticket is sensed and validated by the bill acceptor • The CREDITS display increments to the amount inserted and validated • The handle solenoid energizes • The handle release optic is turned off • The handle mechanism is mechanically unlocked

• OR If there is SPIN button lamp it illuminates

• After the SPIN button is pressed or the handle release optic is turned 'on'. • Random selection is made. • Reel motors are ordered to position.

Types of Gaming Machines • GAME PLAY MODE • The reel motors spin and their positions are monitored by reel optics. • • • • • • •

COINS PLAYED meter is reset to '0'. 1st Reel indexes as the reel sound is activated. 2nd Reel indexes as the reel sound is activated. 3rd Reel indexes as the reel sound is activated. 4th, then 5th reels index if applicable. Meter reading program is accessible. Return to 'Ready to Play' status.

• "NO WIN" Situation.

• LAST GAME COINS PLAYED meter is updated. • COINS PLAYED meter is reset to '0'. • Meter reading program is accessible.

Types of Gaming Machines • GAME PLAY MODE • "NO WIN" Situation.

• Return to 'Ready to Play' status.

• "WIN" Situation - Hopper Pay.

• Hopper voltage is switched to the hopper motor and to the hopper kicker solenoid via the hopper relay board allowing the motor to turn and the solenoid to pull the kicker back. • The payout sound is activated. • The count switch is activated for each coin exiting the hopper. • The TOTAL OUT magnetic counter increments for each coin to be paid out. • WIN METER display increments as coins are dispensed.

• The count switch is activated for the last coin to be dispensed. • The kicker solenoid is de-energized. • The hopper motor is turned off.

Types of Gaming Machines • GAME PLAY MODE •

Payout has completed. • • • • •

Meter reading program is accessible. Payout sound stops playing. LAST GAME COINS PLAYED meter is updated. COINS PLAYED meter resets to '0‘ Return to 'Ready to Play' status

• "WIN" Situation - Credit.

• Increment credit meter. • The payout sound is activated.

• Payout has completed.

• Meter reading program is accessible. • Payout sound stops playing. • Return to 'Ready to Play' status

Types of Gaming Machines • GAME PLAY MODE

• "WIN" Situation - Hand Pay • • • •

Program implements OWES MONEY STATUS Call attendant tower lamp is activated. Tilt tower lamp is activated. Jackpot Key switch is activated to release the machine from JACKPOT to LOCKUP status • • • • •

The JACKPOT BALANCE mechanical meter increments. The WIN METER displays the total amount won. The call attendant and tilt lamps are turned off. OWES MONEY STATUS is removed. The game returns to 'Ready for Play' status

• TILT MODE:

• The machine enters the tilt mode when a malfuction occurs.

Types of Gaming Machines • TILT MODE:

• Some types of malfunctions that cause the TILT Mode • • • •

coin jams Ticket printer jams Bill validator jams Hopper empty

• ATTRACT MODE

• When in the idle mode, the machine enters attract mode to attract players to the game. • Audio and visual effects such as the following are used

• Play the various sound tracks for Jackpot • Spinning and stopping wheels on Jackpots

Types of Gaming Machines • OUT OF SERVICE MODE: • The machine may be placed “out of service” by the technician.

• SELF TEST MODE • The self test mode describes the feature that allows a technician to: • Exercise a series of diagnostic tests to verify proper operation or to isolate a problem, • Select the game options.

• STATISTICAL DATA MODE • This mode provides commutative game play data (e.g.) • Total number of coins in

Types of Gaming Machines • STATISTICAL DATA MODE

• This mode provides commutative game play data (e.g.) • Total number of coins in • Total Payout • etc

• A jackpot reset key is needed to access this information. • Usually a slot technician has such a key available

Typical Block Diagram of a Slot Machine

Typical Block Diagram of a Slot Machine • Major Components

• (Top Left) Power Supply and Step-down Transformer • 220VAC to 120VAC transformer

• Winner paid/Credits/Credits Bet display and drivers • Sound subsystem and speaker(s) • (TOP) Wheel position Sensors • Aka Reel optics • Usually optical sensors used to detect reel location

• Data Buffer

• Holds reel location info until accessed by CPU

• CPU – Central Processing Unit (Old S+ used as example) • 8031 – Intel a micro processor w/ interface circuits on-board • Pentium or higher on new systems

• Only needs minimal external interface circuits • Limited memory and processing power – Will not run Windows

Typical Block Diagram of a Slot Machine • Major Components • CPU

• a.k.a. the brains of the system

• RAM (low-power CMOS) 2k-Bytes

• Has Battery backup so the game data isn’t lost when power is off • Holds current status information for the machine • RAM can be written to an almost unlimited # of times

• Stepper Motors and their Controllers

• The controllers receive reel position information from the CPU • The control the stepper motors and have them stop at the CPU requested location

• Serial I/O Controller

• Moves device control signals to the appropriate output driver circuits for devices like • Lamps • Hoppers

Typical Block Diagram of a Slot Machine • Major Components • Serial I/O Controller

• Front Panel switches • Security Switches • • • •

Main Door Drop Door Bottom door etc.

• Input and Output shift registers interface to the Serial I/O Controller • The shift registers are activated by the controller when outputs are ready or when it is time to check inputs.

NOTE: The wide lines show parallel data flow on data or address busses and the single lines show serial or other non bus data flows or control signals