Abstract:
The system provides a control and management solution for linked gaming machines in a progressive game environment. The system can track multiple meters so that multiple progressive jackpots can be maintained for each game and/or for multiple participating business entities sharing in game revenue. Correspondingly, multiple progressive display meters can be controlled for each game machine. The system is scalable from near area progressive systems to wide area progressive systems. In the event that communication is lost with in a wide area progressive environment, one or more game machines may automatically switch to near area progressive behavior until communication is restored. The system is independent of currency and denomination limitations by employing and converting currency as units instead of particular denominations. Game machine population and participation can be remotely managed, updated, and changed from a central management location.

Description:
A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. 
     BACKGROUND 
     1. Field 
     This system relates to progressive gaming machines, and more particularly, to multi-area progressive gaming systems. 
     2. Background Description 
     Many gaming machines have a specific payout table that associates fixed payout amounts (in coins or credits) with specific combinations. By contrast, a progressive gaming machine is a machine having at least one possible payout that increases over time based on one or more factors and is awarded when a certain combination is achieved on the gaming machine. Such a payout is referred to as a “progressive payout”. One example of a factor that can increase the progressive payout is the number of all coins deposited in the gaming machine (“coin in”). The progressive payout may then be some percentage of coin in. Sometimes progressive gaming machines are located in a bank of machines with all machines in the bank playing for the progressive payout. In such cases, the first machine in the bank to achieve the associated winning combination wins the progressive payout. Often, the current value of the progressive jackpot is displayed on a display above the machine. The value of the progressive jackpot is kept in a running counter referred to as a “meter”. 
     In other cases, certain progressive gaming machines may be located anywhere in a gaming establishment and not physically adjacent to each other. In other cases, the progressive gaming machines may be part of a progressive gaming system located in different gaming establishments across a state or other region. Such systems are referred to as “area progressive gaming systems”. The progressive payout in such area progressive gaming systems may be tied to the coin in of all of the machines in the system, regardless of where they are physically located in a gaming establishment, state, or region. Such a system requires a method for coordinating and auditing each gaming machine. 
     SUMMARY 
     The system provides a multi-area progressive gaming system. The system can track multiple meters so that multiple progressive jackpots can be maintained for each game and/or for multiple participating business entities sharing in game revenue. Correspondingly, multiple progressive display meters can be controlled for each game machine. The system is scalable from near area progressive systems to wide area progressive systems. In the event that communication is lost within a wide area progressive environment, one or more game machines may automatically switch to near area progressive behavior until communication is restored. The system is independent of currency and denomination limitations. Game machine population and participation can be remotely managed, updated, and changed from a central management location. 
     The system includes a game machine having a memory for storing a plurality of dynamically changing progressive jackpots and processing means for determining when one of the plurality of progressive jackpots is to be awarded. The memory of the game machine includes multiple memory locations for storing each of the dynamically changing progressive jackpots. The game machine may include one or more meters for displaying each of the plurality of dynamically changing progressive jackpots. The value of each of the progressive jackpots may be based on meter related events that occur in the machine. Each progressive jackpot may be allocated a value dependent on the meter related events. 
     The gaming system may include a network of gaming machines that each can store a plurality of dynamically changing progressive jackpots. The progressive jackpots may have values related to wagers placed at any and/or all of the machines in the network. A central controller may receive all wagering information and perform the calculations necessary to allocate and update the values of the various plurality of dynamically changing progressive jackpots. 
     In one method of the embodiment, wagering information for all game machines on a network is sent to a central controller for processing. The central controller allocates some percentage of wagered amounts to each of the progressive jackpots and returns the information to the game machines for storage in their local memory and display on display meters as appropriate. 
     Communication is accomplished by a message data structure that enables the updating and monitoring of multiple progressive meters. The data structure also provides, among other features, dynamic configurability. 
     These and other objects and advantages of the system will become apparent from the following more detailed description, when taken in conjunction with the accompanying drawings of illustrative embodiments. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a diagram of a network of a progressive gaming system. 
         FIG. 2  is a diagram of an example game machine. 
         FIG. 3  is a block diagram of an embodiment of a GMM. 
         FIG. 4  is a block diagram of an embodiment of a CCM. 
         FIG. 5  is a block diagram of an embodiment of an OCM. 
         FIG. 6  is a flow diagram illustrating an embodiment of meter update. 
         FIG. 7  is a block diagram of a database configuration in one embodiment of the system. 
         FIG. 8  is a diagram of a network layout of one embodiment of the system. 
         FIG. 9  is a block diagram of a functional embodiment of CCM operation. 
         FIG. 10  is a flow diagram of an embodiment of operation of a CCM. 
         FIG. 11  is a flow diagram illustrating an embodiment of CCM/GMM communication. 
         FIG. 12  is a flow diagram illustrating an embodiment of handling new TCP connection requests by a GMM. 
         FIG. 13  is a flow diagram illustrating an embodiment of handling an incoming message from a GMM. 
         FIG. 14  is a flow diagram illustrating the processing of messages from a GMM to a CCM. 
         FIG. 15  is a flow diagram illustrating processing messages from the OCM to the CCM in one embodiment. 
     
    
    
     DETAILED DESCRIPTION OF THE EMBODIMENTS 
     The present system provides a multi-area progressive gaming system. The improved system and method provides efficient management and tracking of payouts. The embodiments of the improved system and method are illustrated and described herein by way of example only and not by way of limitation. 
     In a typical gaming machine, there is a pay table that determines the amount to be paid for certain winning combinations that are achieved by the player. The pay table also has an associated pay out amount based on the amount wagered (coin in). The various winning combinations have different likelihoods of occurring determined by mathematical tables that control the game. Generally, the highest amount paid (jackpot) is for the least frequently occurring winning combination and when the highest amount is wagered. 
     By contrast, a progressive gaming machine has a pay table with a progressive jackpot that is dynamic and changes over time. A percentage of the coin-in wagers by players of the machine are added to an internal fund that generates the progressive jackpot amount. The longer the machine is played before a progressive jackpot is earned, the higher the progressive jackpot can grow. Such games may entice more players since the progressive jackpot is often many times greater than the jackpot on a fixed pay table machine. A progressive gaming machine may be a single gaming machine or may be part of a number of linked machines. In a linked system, the progressive gaming machines may be located in a single casino as part of a bank of gaming machines. This is often referred to as a near area progressive (NAP). In other applications, the progressive gaming machine may be part of a progressive gaming system with machines in multiple casino locations and even multiple casinos. This is referred to as a wide area progressive (WAP). The winner of the progressive jackpot is the first player who achieves the jackpot combination (with the appropriate wager, e.g. bet max coins) at one of the linked progressive gaming machines, regardless of location. 
     A linked progressive gaming system requires communication to and from each gaming machine in the progressive gaming network. This communication is important to track coin in for each machine so that the progressive jackpot may be updated continuously so as to accurately represent the desired percentage of coin-in that has been accumulated since the last progressive jackpot payout. This tracking of the progressive jackpot is sometimes referred to as the progressive meter. The progressive jackpot data must be returned to each gaming machine in the network so that a display representing the current state of the progressive jackpot may be updated with current information. In many cases, the progressive jackpot is displayed prominently at a progressive gaming machine as a running total tote board type display on or near the progressive gaming machine. The progressive jackpot can often be seen to increase as it is being observed, due to the fact that at least one of the gaming machines in the progressive gaming network is being played at any one time. 
     The system described herein provides a communication and control system for an area progressive gaming system. The system provides the capability to control multiple progressive gaming machines at multiple sites from a single central control location. The system also provides the ability to control and process multiple progressive meters per machine and per progressive game network. This permits a number of pay table entries to be dynamically progressive instead of just a single progressive jackpot. For example, typically the progressive jackpot is paid only when the jackpot combination is achieved and the maximum bet is wagered. In machines that permit multiple wager amounts, a player often bets less than the maximum. In some instances, progressive jackpots could be associated with the jackpot combination even when smaller amounts are wagered. In addition, instead of limiting the progressive meter to be tied to a percentage of wagers, the system allows the value of the meter to be tied to other factors as well. For example, the meter value may be tied to coin out (payoff) of one or more gaming machines. In another embodiment, the meter value may be tied to both coin in and coin out. In other instances, one or more meters may be tied to coin in and one or more meters may be tied to coin out. 
     Consider a progressive gaming machine that permits a player to wage one to three coins. A progressive jackpot could be associated with the jackpot combination when three coins are wagered. A lesser progressive jackpot could be associated with the jackpot combination when two coins are wagered and an even smaller progressive jackpot could be associated with the jackpot combination when only a single coin is wagered. Although the above example describes lower jackpots for lower amounts of coins wagered, it is not limited to such a scheme. The size of the jackpots may be independent of the amount of the wager. 
     The system also provides security, error logging, scalability, dynamically controlled multiple game support, currency denomination selectability, and level support, and other management functions described below. The control provided by the system allows the scalability of a near area progressive to a wide area progressive. In addition, if there is a problem communicating beyond a casino, the system can automatically switch to operation as a near area progressive until communication is restored. 
       FIG. 1  illustrates an example of a progressive gaming machine network in one embodiment. An operational control module (OCM)  101  is a central controller that manages the system. OCM  101  is coupled to a live database  102  and via a communications link  103  to one or more casino control modules (CCM)  104 A- 104 N. Each CCM  104  is coupled through a communications link  105  to one or more game machine management modules (GMM)  106 A- 106 N. Each GMM  106  is coupled to a game machine such as game machines  108 A- 108 N via communications link  107 . 
     The communication links between the modules of the network may be wired, wireless, optical, microwave, or any other suitable method for communicating information between the devices. In one embodiment, the game machine  108 /GMM  106  link  107  is a serial link, GMM  106 /CCM  104  communications link  105  is an Ethernet connection, and CCM  104 /OCM  101  communications link  103  uses an MSMQ connection. In one embodiment of the system, the OCM controls up to 255 CCMs. Each CCM can control up to 255 GMMs in one embodiment. In another embodiment, pairs of CCMs are linked to the same subset of GMMs to provide redundancy, security, and more consistent operation. 
     The live database  102  is coupled to an archive database  109 . The archive database is coupled to a reporting interface  110 . The archive database  109  and reporting interface  110  are external to the closed system of the remaining components. In one embodiment, the archive database  109  and reporting interface  110  are configured so as to be non-regulated components of the system. 
     Game Machine 
     The game machine  108  is of a type that accepts wagers (coin in) and presents combinations of symbols to the player in response to some activation. Certain combinations are presented as winning combinations and return some multiple of the player&#39;s wager when achieved. An example of a game machine with a progressive meter is shown in  FIG. 2 . Gaming machine  108  includes a front panel  222  and further includes a game play display  224 , typically being a video monitor or spinning drums (commonly called a slot machine), push buttons  225 , and one or more mechanisms  226  for accepting a wager. The gaming machine  108  may also include a coin token dispenser (not shown) which dispenses coin tokens into a tray  227 . As shown in  FIG. 2 , the game machine  108  may be initiated by push buttons  225 , or game play may be initiated by some other method, such as a handle or lever (not shown). Shown atop the housing of game machine  108  is a display  250  that displays the current value of the progressive jackpot. The display  250  is in communication with the game machine and ultimately, to a GMM  104  associated with the game machine  108  so that progressive meter information may be accessed and used to update the contents of display  250  to accurately represent the current state and value of the progressive jackpot. 
     GMM 
     The GMM  106 , as its name suggests, monitors and manages the game machine  108 . GMM  106  can connect with game machine  108  via an existing game port, such as RS 232  serial port for example, and communicates with the game machine  108  via standard protocols or custom protocols as desired. Each gaming machine  108  may have its own GMM  106  within its cabinet or located external to the cabinet. It is desired that the GMM be secure from tampering wherever it is located and satisfy gaming control board requirements for safety and security. Each GMM  106  in a casino communicates with a CCM  104  over a communication link, such as Ethernet or some other appropriate link, wired, optical, or wireless. 
     A function of the GGM  108  is to monitor the game machines activities and to control the in-game display meter and any overhead/external meters, particularly those meters associated with the progressive jackpots available via the machine. The GMM  106  has the ability, among other things, to obtain game and game machine data from the game machine  108 , to automatically configure and setup games, to participate in the management of multiple progressive meters for a game machine.  108 , and to receive, validate, and implement new game machine software. The game may also be capable of lock-out from progressive play. 
     A block diagram of an embodiment of the GMM  106  is illustrated in  FIG. 3 . GMM  106  includes a number of functional blocks, including operating system module  301 , system sub-module  302 , network communications  303 , game machine communication module  304 , display meter communication module  305 , self diagnostic module  306 , processing block  307 , and memory  308 . The operating system module  301  provides processing and an embedded operating system for the GMM  106 . The operating system module  301  directs input and output of communication to and from GMM  106 . 
     System sub-module  302  controls communication between operating system module  301  and the rest of the modules of GMM  106 . System sub-module  302  provides system initialization service, maintains data for operation of the GMM  106  and display meter information, provides inter-module communication with the other modules  303 - 306 , validates requests and provides system security features. 
     Network communication module  303  provides communication to the CCM  104 . Module  303  can initialize or respond to communication with CCM  104  as necessary or desired and can provide meter data when polled. Module  303  also receives meter display update information and submits the update data to display meter module  305 . Module  303  also maintains network metrics and reports diagnostic information to the CCM  104  when requested. 
     Game machine communication module  304  provides communication service to the game machine  108 . It initializes communication to the game machine  108 . In one embodiment it polls the game machine  108  at predetermined intervals (e.g. 40 millisecond intervals in one embodiment) and provides data from poll responses to system sub-module  302 . The game machine communication module  304  monitors the status of the game machine  108  and reports anomalies as noted. Module  304  can also accept configuration and reconfiguration information for reprogramming the game machine  108 . 
     Display meter communication module  305  provides communication services to any in game and/or external (e.g. overhead) display meters to display progressive jackpot information. It can interface with a plurality of display meters, monitor meter activity and operation for anomalies, and maintain consistent value update information to the display meters. 
     Self-diagnostic module  306  performs self-diagnostic operations on the GMM  106  itself including, but not limited to, checks on firmware memory integrity, operational error detection, and operating RAM integrity. This module may also handle software/firmware updates to the GMM hardware, display meter hardware and the game machine  108 . 
     The GMM  106  includes processing capability and software to accomplish, among other things, overall system initialization service, maintain game and display data, provide communication services, system security services, and validation of network, game machine, and display meter validation service requests. The GMM  106  uses dynamic addressing via DHCP in one embodiment. This reduces installation errors and can result in a faster install cycle. 
     GMM/Game Machine Communication 
     Data Set 
     In one embodiment, a service frame version query message type is used by the GMM to differentiate protocol versions used by the Game Machine. The data set contemplates a distinction in the messages sent from the Game Machine to the GMM, for messages sent from the GMM to the Game Machine, and for messages sent from the meter to the GMM. For example: 
     Game Machine to GMM 
     Coin Out Meter 
     This meter allows the GMM to verify validity of meter readings. 
     Number of Coins Played 
     This is based on the denomination of the game. This is used in the check of the coin in meter sent in the handle pull message type. Previous meter plus the number of coins played should equal current meter. 
     Games Played Meter 
     This meter reading is checked for out of range reading from the Game Machine. The GMM will use this meter variant to verify the validity of the coin in meter being sent to the database. 
     Game Machine Enabled Options 
     This allows the GMM and database to anticipate possible change of the Game Machine environment, such as denomination change or game change by the player. 
     Internal Progressive Amount 
     This allows the Game Machine to communicate internal controlled progressive value to be passed to the in-game display meter. The GMM is notified of this feature from the “Game Machine Enabled Option” message type, if the Game Machine uses the in-game display meter. The GMM shall display the amount provided by the Game Machine and celebrate a progressive hit of the Game Machine internal progressive, as it would with a database-controlled progressive. However the internal controlled progressive information will not be passed onto the database. 
     Exception Reporting 
     The exception reporting message type uses two data bytes to report an exception number, from 0x00 to 0xFF. Recognized exception numbers correspond to valid exceptions listed and defined in a message definition section. 
     Game Changed 
     This message provides GMM the selected game number on a multi-game platform. An exception indicating game change initiates the retrieval process by the GMM. 
     GMM to Game Machine 
     Selected Game Number Update 
     A game selected exception from the Game Machine initiates this message process. The new game number is used in displaying the correct progressive value for the game. 
     Multi-Level Progressive Update 
     This progressive update type will contain values for all configured progressive levels. 
     Meter to GMM 
     The ‘Sign ID’ message type provides the necessary information to identify the meter type and multi-meter information. 
     Messages 
     In an embodiment of the system, a number of messages are defined for communication between the Game Machine and the GMM. These messages include:
     Game Played   Game Ended   Send Enabled Options   Game&#39;s Enabled Options   Retrieve Internal Progressive Value   Game Machine Internal Progressive Value   Exception Report   Progressive Value Update   Active Game Number Update   Game Changed   

     A description of the messages in one embodiment of the system is provided below by way of example, but not by way of limitation: 
     Game Played 0x50 
     Message type direction: Game Machine to GMM. 
     The “Game Played” message is initiated by the Game Machine and sent to the GMM. This message should be sent after the Game Machine has determined the wager has been committed. The GMM acknowledges the message type only. 
     Byte  0 : message type, 0x50 
     Byte  1 - 2 : Transaction ID, binary format. 
     Byte  3 : Game number, BCD format. 
     Byte  4 : Denomination played, 1 byte, binary format. 
     Byte  5 - 8 : Total cents wagered, binary format. 
     Byte  9 - 14 : Game cents in meter, BCD format. 
     Byte  15 - 20 : Games played meter, BCD format. 
     Byte  21 : Session number, binary format. 
     Byte  22 : Control byte with message sequence number, binary format. 
     Byte  23 - 24 : 16-bit message CRC value. 
     Byte  25 : End of frame character; 0xFF. 
     Game Ended 0x51 
     Message type direction: Game Machine to GMM. 
     This is a Game Machine initiated message type. The GMM only acknowledges the message type.
     Byte  0 : message type, 0x51   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Game number, BCD format.   Byte  4 ˜ 7 —Game won in cents, Binary format.   Byte  8 ˜ 13  Game cents out meter, BCD format.   Byte  14 ˜ 19 —Games played meter, BCD format.   Byte  20 —Session number, Binary format.   Byte  21 —Control byte with message sequence number, Binary format.   Byte  22 ˜ 23 —16-bit message CRC value.   Byte  24 —End of frame character, 0xFF.
 
Send Enabled Options 0x52
 
Message type direction: GMM to Game Machine.
   

     This is a GMM initiated message type and is a request to the Game Machine for enabled options of a game. The Game Machine responds with message type 0x53. If the Game Machine fails to respond with the proper message type, the GMM uses the default setting for pre-defined options, including options described below by way of example, but not by way of limitation.
     Byte  0 —message type, 0x52   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Game number, BCD format.   Byte  4 —Session number, Binary format.   Byte  5 —Control byte with message sequence number, Binary format.   Byte  6 ˜ 7 —16-bit message CRC value.   Byte  8 —End of frame character, 0xFF.
 
Game&#39;s Enabled Options 0x53
 
Message type direction: Game Machine to GMM.
   

     This message type is in response to the ‘send enabled options’ message type and is part of the initialization sequence.
     Byte  0 —message type, 0x53   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Game number, BCD format.   Byte  4 ˜ 5 —Game&#39;s base percentage, default=0, BCD format (96.21% is sent as 9621).   Byte  6 ˜ 7 —Game&#39;s denomination in cents, default=0, Binary format.   Byte  8 ˜ 11 —Game&#39;s max bet in multiple of denomination, default=0, Binary format.   Byte  12 —External progressive option, 0=OFF, 1=ON, default=OFF.   Byte  13 —Upper nibble, internal progressive option, 0=OFF, 1=ON, default=OFF.   Byte  13 —Lower nibble, internal progressive display, 0=OFF, 1=ON, default=OFF.   Byte  14 —Upper nibble, hopper, 0=not installed, 1=installed, default=not installed.   Byte  14 —Lower nibble, printer, 0=not installed, 1=installed, default=not installed.   Byte  15 —AFT feature, 0=OFF, 1=ON, default=OFF.   Byte  16 ˜ 19 —Future use, all 0&#39;s, Binary format.   Byte  20 —Session number, Binary format.   Byte  21 —Control byte with message sequence number, Binary format.   Byte  22 ˜ 23 —16-bit message CRC value.   Byte  24 —End of frame character, 0xFF.
 
Retrieve Internal Progressive Value 0x54
 
Message type direction: GMM to Game Machine.
   

     This message type is used by the GMM to get the internal progressive values for display. This message type is used if the option to use it is enabled by the Game Machine.
     Byte  0 —message type, 0x55   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Game number, BCD format.   Byte  4 —Session number, Binary format.   Byte  5 —Control byte with message sequence number, Binary format.   Byte  6 ˜ 7 —16-bit message CRC value.   Byte  8 —End of frame character, 0xFF.
 
Game Machine Internal Progressive Value 0x55
 
Message type direction: Game Machine to GMM.
   

     This message type is used by the Game Machine to send the internal progressive value to the GMM. In one embodiment, and in the example message below, the message communicates information about four levels of the internal progressive value. However, the system is not limited to four levels of progressive meters, but may have any number of progressive meters without departing from the scope and spirit of the system. The internal progressive value is for display only; the data is not passed on to the CCM or database. 
     If external progressive option is turn on, the external progressive level values will have priority for display.
     Byte  0 —message type, 0x55   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Game number, BCD format.   Byte  4 ˜ 8 —Internal progressive level 1 value, BCD format.   Byte  9 ˜ 13 —Internal progressive level 2 value, BCD format.   Byte  14 ˜ 18 —Internal progressive level 3 value, BCD format.   Byte  19 ˜ 23 —Internal progressive level 4 value, BCD format.   Byte  24 —Session number, Binary format.   Byte  25 —Control byte with message sequence number, Binary format.   Byte  26 ˜ 27 —16-bit message CRC value.   Byte  28 ˜End of frame character, 0xFF.
 
Exception Report 0x56
 
Message type direction: Game Machine to GMM.
   

     The Game Machine reports exceptions as they occur. Exception has no priority assigned. Valid exception codes are described below by way of example, but not by way of limitation.
     Byte  0 —message type, 0x56   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Exception code, Binary format.   Byte  4 —Session number, Binary format.   Byte  5 —Control byte with message sequence number, Binary format.   Byte  6 ˜ 7 —16-bit message CRC value.   Byte  8 —End of frame character, 0xFF.
 
Progressive Value Update 0x57
 
Message type direction: GMM to Game Machine.
   

     The update includes current values for all configured levels, up to 8 levels in the example below, but any number of levels may be supported in the system. The following is given by way of example, but not by way of limitation
     Byte  0 —message type, 0x57   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Game number, BCD format.   Byte  4 ˜ 8 —Progressive level 1 value, BCD format.   Byte  9 ˜ 13 —Progressive level 2 value, BCD format.   Byte  14 ˜ 18 —Progressive level 3value, BCD format.   Byte  19 ˜ 23 —Progressive level 4 value, BCD format.   Byte  24 ˜ 28 —Progressive level 5 value, BCD format.   Byte  29 ˜ 33 —Progressive level 6 value, BCD format.   Byte  34 ˜ 38 —Progressive level 7 value, BCD format.   Byte  39 ˜ 43 —Progressive level 8 value, BCD format.   Byte  40 —Session number, Binary format.   Byte  45 —Control byte with message sequence number, Binary format.   Byte  46 ˜ 47 —16-bit message CRC value.   Byte  48 —End of frame character, 0xFF.
 
Active Game Number Update 0x59
 
Message type direction: GMM to Game Machine.
   

     The GMM sends this message to get the newly selected game number from the Game Machine. Exception code 0x8C initiates the process. The GMM sends this message during the initialization process to ascertain the active game number. Game number ‘0’ is not a valid active game number. This message type is for use in a multi-game environment.
     Byte  0 —message type, 0x59   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —0x00, Reserved for future use.   Byte  4 —Session number, Binary format.   Byte  5 —Control byte with message sequence number, Binary format.   Byte  6 ˜ 7 —16-bit message CRC value.   Byte  8 —End of frame character, 0xFF.
 
Game Changed 0x5A
 
Message type direction: Game Machine to GMM.
   

     The Game Machine sends this message when the active game is changed in a multi-game environment. This message is in response to the ‘Active Game Number Update’ message from the GMM. ‘Game Played’ message data element, game number, is verified with the current active game number during game play. The value of ‘0’ for current active game number indicates game menu.
     Byte  0 —message type, 0x5A   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Current active game number, BCD format.   Byte  4 —Session number, Binary format.   Byte  5 —Control byte with message sequence number, Binary format.   Byte  6 ˜ 7 —16-bit message CRC value.   Byte  8 —End of frame character, 0xFF.
 
Sign ID 0x2D
 
Message type direction: Display Meter to GMM.
   

     This message type is used to identify the display meter to the GMM.
     Byte  0 —message type, 0x2D   Byte  1 — 2 —Transaction ID, Binary format.   Byte  3 —Sign type (see table below for type detail), 1 byte, Binary format.   Byte  4 ˜ 8 —Machine address, 4 bytes, Binary format.   Byte  9 ˜ 12 —Reserved, 4 bytes.   Byte  13 ˜ 47 —Cookie, null terminated 35 byte character string, ASCII format.   Byte  48 —Session number, Binary format.   Byte  49 —Control byte with message sequence number, Binary format.   Byte  50 ˜ 51 —16-bit message CRC value.   Byte  52 —End of frame character, 0xFF.
 
Display Meter Type Definitions
   

                                 Sign Type Value   Type Definition                   0x01   In game display meter       0x02~0x0F   Reserved       0x10   Overhead display meter       0x11   Multi-link, multi-level capable display meter       0x12~0x1F   Reserved                    
Sign Configuration 0x59
 
Message type direction: GMM to Display Meter
 
     This message type is used by the GMM to configure the display meter functionality. This message type is sent by the GMM to change the meter&#39;s behavior; the content of the display should not change. This message type may be used at any time in response to commands from the CCM.
     Byte  0 —message type, 0x59   Byte  1 ˜ 2 —Transaction ID, Binary format.   Byte  3 —Meter color and effect, 1 byte, Binary format.   Byte  4 —Meter font, 1 byte, Binary format.   Byte  5 —Meter odometer format, 1 byte, Binary format.   Byte  6 —Meter odometer rate, 1 byte, Binary format.   Byte  7 —Meter currency symbol, 1 byte, Binary format.   Byte  8 —Session number, Binary format.   Byte  9 —Control byte with message sequence number, Binary format.   Byte  10 ˜ 11 —16-bit message CRC value.   Byte  12 —End of frame character, 0xFF.   

     
       
         
               
             
               
               
             
           
               
                   
               
               
                 Meter Colors and Effects 
               
             
          
           
               
                 Value 
                 Colors/Effects Value Definition 
               
               
                   
               
               
                 0x00 
                 Red 
               
               
                 0x01 
                 Green 
               
               
                 0x02 
                 Yellow 
               
               
                 0x03 
                 Alternate Digit 
               
               
                 0x04 
                 Barber Pole 
               
               
                 0x05 
                 Horizontal Bars 
               
               
                 0x06 
                 Vertical Bars 
               
               
                 0x07 
                 Vertical Wipe 
               
               
                 0x08 
                 Fat Alternate Digit 
               
               
                 0x09 
                 Horizontal Wipe 
               
               
                 0x0A~0xFF 
                 Reserved 
               
               
                   
               
             
          
         
       
     
     
       
         
               
             
               
               
             
           
               
                   
               
               
                 Meter Fonts 
               
             
          
           
               
                 Value 
                 Font Value Definition 
               
               
                   
               
               
                 0x00 
                 Normal Font (default) 
               
               
                 0x01 
                 Fat Font 
               
               
                 0x02~0xFF 
                 Reserved 
               
               
                   
               
             
          
         
       
     
     
       
         
               
             
               
               
             
           
               
                   
               
               
                 Meter Odometer Formats 
               
             
          
           
               
                 Value 
                 Format Value Definition 
               
               
                   
               
               
                 0x00 
                 Standard (mm,ttt,hhh.cc) 
               
               
                 0x01 
                 European (mm.ttt.hhh,cc) 
               
               
                 0x02~0xFF 
                 Reserved 
               
               
                   
               
             
          
         
       
     
     
       
         
               
             
               
               
             
           
               
                   
               
               
                 Meter Odometer Update Rate 
               
             
          
           
               
                 Value 
                 Update Rate Value Definition 
               
               
                   
               
               
                 0x00 
                 Standard 
               
               
                 0x01 
                 Slow 
               
               
                 0x02~0xFF 
                 Reserved 
               
               
                   
               
             
          
         
       
     
                                       Meter Currency Symbol            Value   Currency Symbol Value Definition               0x00   U.S.       0x01   None       0x02~0xFF   Reserved                    
Exception Codes
 
Exceptions
 
     The GMM recognizes these valid exception codes reported by the Game Machine. 
                                 Exception           Code   Description                   11   Slot door was just opened       12   Slot door was just closed       13   Drop door was just opened       14   Drop door was just closed       15   Card cage was just opened       16   Card cage was just closed       17   AC power was just applied to the Game Machine       18   AC power was just lost from the Game Machine       19   Cashbox door open        1A   Cashbox door closed        1B   Cashbox removed        1C   Cashbox installed        1D   Belly door was just opened        1E   Belly door was just closed       21   Coin in tilt       22   Coin out tilt       23   Hopper empty       24   Extra coin paid       25   Diverter malfunction       27   Cashbox full       28   Bill jam       29   Bill acceptor hardware failure        2A   Reverse bill detected        2B   Bill rejected        2C   Counterfeit bill detected        2D   Reverse coin in detected       31   CMOS RAM error (data recovered from EEPROM)       32   CMOS RAM error (no data recovered from EEPROM)       33   CMOS RAM error (bad device)       34   EEPROM error (data error)       35   EEPROM error (bad device)       36   EPROM error, different checksum, version changed       37   EPROM error, bad checksum compare        3A   Memory error reset (operator used self test switch)        3B   Low backup battery        3C   Operator changed configuration options, including           denomination, Game Machine address or any gaming option           specific to the Game Machine        3D   A cash out ticket has been printed       40   Reel tilt, reel unspecified       41   Reel 1 tilt       42   Reel 2 tilt       43   Reel 3 tilt       44   Reel 4 tilt       45   Reel 5 tilt       46   Reel mechanism disconnected       47   $1.00 bill accepted       48   $5.00 bill accepted       49   $10.00 bill accepted        4A   $20.00 bill accepted        4B   $50.00 bill accepted        4C   $100.00 bill accepted        4D   $2.00 bill accepted       51   Handpay is pending (Progressive, non-progressive           or cancelled credits)       52   Handpay reset (jackpot reset switch activated)       53   No progressive information has been received for           15 seconds       54   Progressive win (cashout device/credit paid)       55   Player has cancelled the handpay request       57   System validation request       60   Printer communication error       61   Printer paper out error       66   Cashout button pressed       67   Ticket has been inserted       68   Ticket transfer complete        6F   Game locked       71   Change lamp on       72   Change lamp off       73   Game reset during pay out       74   Printer paper low       75   Printer power off       76   Printer power on       77   Replace printer ribbon       78   Printer carriage jammed        7A   Game soft meter reset to zero        7B   Bill validator totals have been reset by an attendant       80   Hopper full       81   Hopper level low       82   Display meter has been entered       83   Display meter has been exited       84   Self test has been entered       85   Self test has been exited       86   Game is out of service        8A   Game recall has been entered        8C   Game selected       98   Power off card cage access       99   Power off slot door access        9A   Power off cashbox door access        9B   Power off drop door access                    
CCM
 
     The CCM  104  is illustrated in  FIG. 4 . The CCM  104  provides processing, management, and communications at a location of gaming machines, such as a casino or other gaming establishment. The CCM  104  comprises a processor  401 , memory  402 , and a number of sub-modules  403 - 408 . The processor  401  may be any general purpose or special purpose processor. In one embodiment, the processor is a Pentium 4 processor at 2.4 gigahertz running Windows XP Professional with SP2. The system includes 1 gigabyte of RAM, 40 gigabyte hard drive, a CD-ROM drive, and Ethernet connection. The memory may include both volatile and non-volatile memory of any suitable type. The CCM  104  handles communications with one or more GMMs  108  in the casino over which the CCM  104  has control. The CCM  104  in turn communicates with an OCM  101 . 
     The initialization module  403  initiates communications with an OCM  101  upon initialization. The CCM receives a configuration file from the OCM  101  and compares it to a locally stored copy. When there is no match, the OCM version controls and the CCM  104  updates its configurations accordingly. The initialization module  403  broadcasts the IP address of the CCM  104  on the casino network so that the GMM(s) can learn the HP address and port number for communication with the CCM  104 . 
     The floor initialization module  404  handles initialization of the casino population of GMMs (and ultimately, the game machines). The configuration file provided by module  403  is read and the collection of machines on the floor is loaded. The GMMs on the casino floor are polled for their respective cabinet numbers, which are then verified by module  404 . Module  404  determines if each responding machine is a member of its collection. Module  404  sends cabinet numbers (or other identifying information) to the OCM  101  and receives the machine ID corresponding to the cabinet number from the OCM. Module  404  also requests and receives status messages, game data, game Ids, and jackpot levels. Module  404  requests re-sends for missing or damaged messages, and logs errors that are then forwarded to the OCM. 
     Normal operation module  405  polls GMMs for messages, receives bets from the GMMS, and receives link update requests from the OCM and forwards parameters to the GMMs. Jackpot handling module  406  is used to manage the jackpot information. Module  406  receives jackpot won messages form the GMMs, stores jackpot information locally and forwards it to the OCM, and receives winner messages from the OCM and forwards them to the appropriate GMM. Jackpot reset messages received from the GMMs are stored locally and forwarded to the OCM. 
     The casino independent (local) mode module  407  controls game operation when there is a network failure or communications failure with the OCM  101 . Module  407 , takes over the casino floor and operates the GMMs as a near area progressive instead of a wide area progressive. In this mode the CCM collects bets from attached GMMs, calculates local progressive amounts based on link parameters, handles jackpot events locally and collects game data for eventual transmission to the OCM  101  when communication is re-established. 
     Diagnostic module  408  commands GMMs to enter diagnostic mode where the CCM can execute diagnostics on the GMM. Afterwards, the CCM  104  can command the GMMs to exit diagnostic mode. 
     The CCM software is based on a scheme of four task groups. Each Task consists of a sequence of actions, and, before executing these tasks; the software goes through an initialization phase to initialize the appropriate software and hardware. 
     Background Loop 
     Fast Task (MSMQ)—Group One 
     Fast Task (TCP)—Group Two 
     Front Task (Timers) 
     Fast Tasks are executed to process the incoming data (all running on different threads in one embodiment). The Front Tasks are executed by the Timer events. The system clock is 200 milliseconds in one embodiment. The Background Loop is executed during idle times. In one embodiment, all Tasks have the same priority. Other than operating system (OS) thread management, no software scheduler or pre-emptive multitasking is required. 
     Communication and Synchronization 
     Tasks communicate via shared variables or application-defined mailboxes. Communication is asynchronous. Synchronization and exclusive access to shared resources is done, if necessary, by monitor locks. 
     Overview of Tasks 
     During startup, the program enters the initialization phase, initializing the communication threads and the display. After initialization completes, the program enters the Background Loop waiting for one of the Tasks (Front or Fast) to execute, or user input. 
     Description of Tasks 
     Background Loop 
     Background Loop is the system rest state when no other tasks are running. At startup, the program enters the initialization phase, and, once completed, enters the Background Loop and resides here waiting for events to happen. 
     Fast Task (MSMQ) 
     Fast Task (MSMQ) executes when there are messages in the MSMQ queue for this CCM. Fast Task (MSMQ) retrieves messages from the queue placing them in the message buffer for processing by the application later. Fast Track (MSMQ) returns after retrieving messages from MSMQ and places them in the message buffer to be processed by the application later. 
     Fast Task (TCP) 
     Fast Task (TCP) executes when data arrives at the TCP Port and returns after retrieving complete messages placing them in the message buffer to be processed by the application later. 
     Front Task (Timers) 
     Front Task (Timers) run at specific intervals. The application implements, for example, a 200-millisecond timer upon which other software timers are derived. Sub-tasks are executed in their corresponding timer event handlers. 
     CCM Architecture 
     The CCM software is based on two-layer architecture consisting of an application layer and a communication layer. The software functions on the Application Layer consist of the general functionalities of the CCM  104 , i.e. message processing from the application buffer, updating the local entities, updating display, running local progressive, etc. The Communication Layer consists of the functions used to handle incoming/outgoing data to/from the Ethernet port and MSMQ. The Communication Layer is responsible for retrieving data from the Ethernet port and MSMQ and adding it to the Application Buffer to be processed later. The Communication Layer also retrieves messages from the outgoing Application Buffer sending them to the intended recipient through the appropriate port. 
     Communication between the Communication Layer and the Application Layer for message processing occurs through a shared resource—the Application Buffer. Referring to  FIG. 9 , the Communication Layer retrieves data from the Ethernet port  901  and MSMQ  902  placing them in the Application Buffer  903 . The Application Layer retrieves and processes these messages  904 . 
     CCM Software Flow 
     Operation of the CCM is illustrated in the flow diagram of  FIG. 10 . The CCM is placed in Initialization Mode  1002  on startup  1001 . On startup the CCM initializes certain settings to be false until validation, so that the failsafe mode on startup is one of skepticism. As shown at step  1003 , is CCMInitialized is set to False. ccmProgMode=InitMOdeislndMode is set to False. Configuration settings for different ports and OCM host name are set and the maxlink number of links are established. Communication with the OCM is initialized at step  1003  and the system timer is enabled at step  1004 . 
     ccmProgMode=globals.CCM_PROG_MODE_INIT. It then sends the CCM initialization message to the OCM at steps  1005  through  1011 . In response to the initialization message, the OCM sends the link parameters message containing link information. After all the link parameters messages are received and configured, the CCM goes into CCM_PROG_MODE_NORMAL. The CCM init message is sent every 10 seconds, until all the link parameters are received and the CCM enters normal mode. 
     GMM/CCM Communication 
     The GMM  106  communicates with the CCM  104  in one embodiment of the system via an Ethernet LAN. In one embodiment, messages sent from the CCM to the GMM all also pass through the OCM (except in the case where the CCM is operating in independent mode i.e. not in contact with the OCM). If the CCM is not communicating with the OCM, then the CCM originates all of the messages required to communicate with the GMM (with the exception of GMM startup messages). The CCM is not capable of initializing a GMM if it cannot communicate with the central system&#39;s data base. The CCM is capable of handling a progressive jackpot when not in communication with the central system, however once the jackpot hits, all machines connected to that CCM will be set offline until communication is re-established with the central site. 
     
       
         
               
             
               
               
               
             
           
               
                   
               
               
                 Messages From CCM To GMM 
               
               
                   
               
             
             
               
                   
               
             
          
           
               
                   
                 Startup Messages 
                   
               
               
                   
                 Machine ID 
                 0x02 
               
               
                   
                 Jackpot Levels 
                 0x04 
               
               
                   
                 Configuration Messages 
               
               
                   
                 Meter String.Download 
                 0x12 
               
               
                   
                 Meter Set Configuration (color, font, odo rate) 
                 0x16 
               
               
                   
                 File Download Data Packet 
                 0x18 
               
               
                   
                 Jackpot Responses 
               
               
                   
                 Winner Winner 
                 0x28 
               
               
                   
                 Winner Winner Comm Down 
                 0x2A 
               
               
                   
                 Diagnostic Messages 
               
               
                   
                 ReBoot 
                 0x30 
               
               
                   
                 Configuration Request 
                 0x32 
               
               
                   
                 Diagnostic Output Request 
                 0x36 
               
               
                   
                   
               
             
          
         
       
     
     
       
         
               
             
               
               
               
             
           
               
                   
               
               
                 Messages From CCM To All GMMs (Broadcast) 
               
               
                   
               
             
             
               
                   
               
             
          
           
               
                   
                 Link Update 
                 0x40 
               
               
                   
                 System Date and Time Update 
                 0x42 
               
               
                   
                 Overhead Jackpot Celebration End 
                 0x44 
               
               
                   
                 Progressive Jackpot Won 
                 0x46 
               
               
                   
                   
               
             
          
         
       
     
     
       
         
               
             
               
               
               
             
           
               
                   
               
               
                 Messages From GMM To CCM 
               
               
                   
               
             
             
               
                   
               
             
          
           
               
                   
                 Startup Messages 
                   
               
               
                   
                 Cabinet Data 
                 0x01 
               
               
                   
                 Game Data 
                 0x03 
               
               
                   
                 Game Play Messages 
               
               
                   
                 Game Start 
                 0x11 
               
               
                   
                 Game End 
                 0x1F 
               
               
                   
                 Jackpot Messages 
               
               
                   
                 Jackpot Won 
                 0x21 
               
               
                   
                 Jackpot Reset 
                 0x2F 
               
               
                   
                 Diagnostic Messages 
               
               
                   
                 Configuration Reply 
                 0x33 
               
               
                   
                 Status Update/GMM is Alive 
                 0x35 
               
               
                   
                 Game Exception 
                 0x3F 
               
               
                   
                   
               
             
          
         
       
     
     Startup Sequence Diagram
         GMM CCM   01           gmm sends cabinet number             02 ccm replies with machine id   03          gmm sends game data for game  1               04 ccm sends jackpot levels for game  1     03          gmm sends game data for game  2               04 ccm sends jackpot levels for game  2     .   .   .   03          gmm sends game data for game n             04 ccm sends jackpot levels for game n       

     Jackpot Sequence with OCM Online Diagram
         11           gmm sends a game start message   1F           gmm sends a game end message   21           gmm sends jackpot won message             28 ccm sends winner winner message (gmm starts meter celebration seq)(new jackpot id comes from ccm)             2F gmm sends jackpot reset message after game reset key is turned       

     Jackpot Sequence with OCM Offline Diagram
         11           gmm sends a game start message   1F           gmm sends a game end message   21           gmm sends jackpot won message             2A ccm sends winner winner comm down message (gmm starts meter celebration seq)(all other machines go offline)   2F           gmm sends jackpot reset message after game reset key is turned       

     Normal Game Play Sequence Diagram
         11           gmm sends a game start message   1F          gmm sends a game end message       

     In one embodiment of the system, message delivery is accomplished using Progressive Network Protocol (PNP) over a dedicated Ethernet link. An example of a possible configuration is illustrated in  FIG. 8 . The GMM  106  may communicate via a communication application  801  through PNP protocol stack  802  to network interface  803 . CCM  104  similarly communicates via application  804  through PNP protocol stack  805  to network interface  806 . The network interfaces communicate over the Ethernet link. The Ethernet link, or physical layer, may be a dedicated CAT  5  Ethernet cable between the LAN ports of the GMM and CCM. The data link layer provides application message delivery in one embodiment via sequenced frames, robust error detection, and re-transmission. The link layer also provides data transparency, so information can be ASCII, packed BCD, or simple binary. 
     The GMM communicates with the CCM using TCP/IP and UDP protocols. The UDP connection is used to receive broadcast messages from the CCM. The TCP/IP connection is used to receive packets for a particular GMM from the CCM and to send packets from the GMM to the CCM. The TCP/IP connection can be viewed as a point-to-point data link since only packets for one GMM are sent on that link. UDP packets are broadcast from the CCM to all GMMs. GMMs do not reply to UDP packets. 
       FIG. 11  is a flow diagram illustrating an embodiment of communication between the CCM and one or more GMMs. At step  1101 , communication between the CCM and the GMMs is initialized. This can include the GMM obtaining an IP address from the network using DHCP. At step  1102  a UDP session is opened on a predetermined port (e.g. port  7777  ). At step  1103  the GMM waits in an infinite loop for a UDP packet containing the TCP/IP address and port number of the CCM. In one embodiment, the format is xxx.xxx.xxx.xxx,nnnn where xxx.xxx.xxx.xxx is the CCM IP address and nnnn is the CCM port number. At decision block  1104  it is determined if the CCM address is valid. If not, the system continues looking at step  1103 . If so, then the GMM closes the UDP session on the existing port at step  1105 . At step  1106  the GMM opens a new UDP session (e.g. on port  5555 ) and opens the CCM connection to the valid IP address and port number. The GMM is now able to receive broadcast messages and private messages from the CCM. 
     Should the UDP or TCP/IP connection between the CCM and GMM fail, the GMM attempts to close the connection(s)(if possible) and then wait for a watchdog reset to restart the GMM. Since TCP/IP is used for communications, no application level retry logic or Ack/Nak logic is necessary. For diagnostic purposes, each message contains a 16 bit sequence number that can be checked by diagnostic software to ensure that no packets are lost or duplicated. 
       FIG. 12  is a flow diagram illustrating an embodiment of establishing communication. Upon start-up at step  1201 , the GMM establishes communication with the CCM. Once the communication session is established, the GMM obtains the cabinet number, denomination, and game count from its associated game machine and send it to the CCM at step  1202 . The CCM validates the data at step  1203  and replies with a machine id assignment at step  1204  if the cabinet number is found in the data base. If the cabinet number is not found in the data base, no reply will be generated by the CCM and the GMM continues to restart approximately every 30 seconds. The CCM should issue an error message at this point. 
       FIG. 13  illustrates the operation of the GMM once the machine identifier has been received from the CCM. At step  1301  the GMM continues its startup sequence by sending a game data message to the CCM. The game data message contains the game number, current bet meter, SMI number, jackpot level ID, and progressive flag. At step  1302  the CCM validates the game data and replies with a jackpot level message at step  1303  if the data is correct. The jackpot level message contains the game number; link count, link ID, and jackpot id for that particular game. The GMM sends one game data message for each game (if there are multiple games in the machine) and the CCM replies with a jackpot level message. When all game data messages have been sent and all jackpot level messages have been received by the GMM (step  1304  ), the GMM is able to process bets at step  1305 . If the CCM detects errors in the game data, it reports this since the data base. 
     After the exchange described above is complete, the GMM begins processing link update broadcast messages. The EGM allows play after receiving three link updates from the GMM. This process takes about 15 seconds in one embodiment. The meters attached to the GMM begin to update at this time as well. The CCM sends link update broadcast messages approximately once every 10 seconds. 
     The application message buffer  903  holds messages intended for this CCM. In one embodiment, every 200 milliseconds, the CCM begins processing messages one-by-one (FIFO). Since the CCM acts just as a communication controller between GMMs and the OCM, it updates the corresponding GMMs properties with the data sent by that GMM and by the OCM for that GMM. By this method, the CCM at all times knows the current state of all GMMs, but does not take any action until the CCM is forced into Independent Mode by a network failure between the CCM and the OCM. 
     Triggered every 200 milliseconds by a timer event, the CCM retrieves the first message from the application buffer (FIFO), processes it and deletes the message from the application buffer  903 . 
     Messages from the OCM are retrieved from the OCM received in the application buffer. The corresponding message handler handles these messages by updating the CCMs or the GMMs properties as necessary forwarding these messages to the intended GMM. 
       FIG. 14  is a flow diagram illustrating the processing of messages from a GMM to a CCM. The process begins at step  1401 . At decision block  1402  the system checks to see if there is any message in the application buffer  903 . If not, the system ends at step  1403 . If so, the message is checked for a number of information types and instructions. In the embodiment of  FIG. 14 , the order and number of these are shown for purposes of example only. Other embodiments are contemplated without departing from the scope and spirit of the system. At step  1404  the message is checked for cab data. If yes, the cab data is handled at step  1405  and the message is sent to the OCM at step  1422 . If not, the message is checked for game data at step  1406 . If yes, the game data is handled at step  1407  and the message is sent to the OCM at steps  1422 . If not, the message is checked for game start at step  1408 . If yes, the game start is handled at step  1409  and the message is sent to the OCM at steps  1422 . If not, the message is checked for game end at step  1410 . If yes, the game end is handled at step  1411  and the message is sent to the OCM at steps  1422 . 
     If not, the message is checked for jackpot won at step  1412 . If yes, the jackpot won is handled at step  141413  and the message is sent to the OCM at steps  1422 . If not, the message is checked for jackpot reset at step  1414 . If yes, the jackpot reset is handled at step  1415  and the message is sent to the OCM at steps  1422 . 
     If not, the message is checked for configuration report at step  1416 . If yes, the configuration report is handled at step  1417  and the message is sent to the OCM at steps  1422 . If not, the message is checked for GMM status at step  1418 . If yes, the GMM status is handled at step  1419  and the message is sent to the OCM at steps  1422 . If not, the message is checked for GMM exception at step  1420 . If yes, the GMM exception is handled at step  1421  and the message is sent to the OCM at steps  1422 . 
     The message handlers noted above are described below by way of example, but not by way of limitation. 
     HandleCabData (Step  1405  )
         Handles the cabinet data message from the GMM   If a GMM with this Cabinet ID does not exist in the collection:
           1. Update the GMM&#39;s Static and Dynamic properties   2. Create a game count number of games for the GMM adding it to the GMM   3. Add the GMM to the collection of GMM&#39;s   4. Forward this message to the OCM   
           If this Cabinet ID already exists in the collection and is associated with a different GMM:
           5. Send a configuration error message to the OCM   6. Remove the GMM from the collection (Rogue GMM)   
               

     HandleGameData (Step  1407  )
         Handles the game data message from the GMM   Find the GMM with this machine ID   Find this game within the GMM   Update the GMM&#39;s Dynamic properties   Update the game&#39;s Static properties   Forward this message to the OCM       

     HandleGameStart (Step  1409  )
         Handles the game start message from the GMM   Find the GMM with this machine ID   Find this game within the GMM   Update the GMM&#39;s Dynamic properties   Update the game&#39;s Dynamic properties   Forward this message to the OCM       

     HandleGameEnd (Step  1411  )
         Handles the game end message from the GMM   Find the GMM with this machine ID   Find the game within the GMM   Update the GMM&#39;s Dynamic properties   Update the game&#39;s Dynamic properties, such as last message received   Forward this message to the OCM       

     HandleJPWon (Step  1413  )
         Handles the jackpot won message from the GMM   Find the GMM with this machine ID   Update the GMM&#39;s Dynamic properties   If the CCM is in Independent Mode, mark the GMM&#39;s jackpot properties, such as winning game number, winning jackpot time, winning link ID, winning jackpot ID.   Forward this message to the OCM       

     HandleJPReset (Step  1415  )
         Handles the jackpot won message from the GMM
           7. Find the GMM with this machine ID   8. Update the GMM&#39;s Dynamic properties   9. If the CCM is in Independent Mode, mark the GMM&#39;s jackpot reset properties, such as reset game number, reset jackpot time, reset link ID, reset jackpot ID.   10. Forward this message to the OCM   
               

     HandleGMMConfigRpt (Step  1417  )
         Handles the GMM configuration report message from the GMM   Find the GMM with this machine ID   Update the GMM&#39;s Dynamic properties   Forward this message to the OCM       

     HandleGMMStatusUpdate (Step  1419  )
         Handles the GMM status update message from the GMM   Find the GMM with this machine ID   Update the GMM&#39;s Dynamic properties   Forward this message to the OCM       

     HandleGMMException (Step  1421  )
         Handles the GMM exception message from the GMM   Find the GMM with this machine ID   Update the GMM&#39;s Dynamic properties   Forward this message to the OCM
 
Jackpot Messages
       

     The following messages are discussed here:
         Jackpot Won Message (0x21)   Winner Winner Message (0x28)   Winner Winner Comm Down Message (0x2A)   Progressive Jackpot Won Broadcast Message (0x46)   Overhead Meter Celebration Stop (0x44) Broadcast Message   Jackpot Reset Message (0x2F)       

     The GMM forwards the Jackpot Won message from the game machine to the CCM for validation. The CCM replies with a Winner Winner message if the OCM and Data Base are available. The CCM replies with a Winner Winner Comm Down message if the CCM is operating in stand-alone mode while temporarily out of communication with the central site. Since the Winner Winner message is only sent to the winning GMM, overhead meters need to be informed that a jackpot has been won to start the jackpot celebration sequence. The CCM broadcasts a message to all GMMs instructing them to start a jackpot celebration on any configured overhead meter. This message optionally includes a time duration. The CCM also has the capability to stop any overhead meter from celebration a jackpot by sending an overhead stop celebration message to all GMMs. Also since the Winner Winner message is only sent to the winning GMM, all other GMMs need to know to reset to the next jackpot amount and change the jackpot ID. This is done with a broadcast message (0x46) that affects all but the winning GMM. The GMM sends a Jackpot Reset message to the CCM when the reset key on the game machine is turned. 
     Configuration Messages 
     This section describes the GMM configuration messages received from the CCM. These messages are used to change the default parameter settings in the GMM and meter(s). 
     Meter String Download Message (0x12) 
     The Meter String Download message is used to send a text message for display on the meter(s). The message is able to be displayed on the overhead meter, in-game meter, or both. The string is able to be displayed periodically, e.g. every 5 minutes. The maximum length of the ASCII text string shall be 132 characters in one embodiment. Up to 32 strings may be active at any one instant in one embodiment. Setting the display update value to zero disables the string display. A jackpot celebration terminates the display of the text string. Text strings are reloaded to the GMMs upon GMM power cycles or restarts. The GMM clears all downloaded strings upon a restart. The string font, color, and consecutive repeat count are also included in the message. 
     Meter Set Configuration Message (0x16) 
     The Meter Set Configuration message is used to configure the meter color mode, font, odometer display format, and odometer update rate. This information is reloaded upon GMM power cycles or restarts since the GMM resets meter parameters to the default case upon restarting. 
     File Download Packet Message (0x18) 
     The File Download Packet Message is used to transfer files from the CCM to the GMM. A possible use of this feature is to download a new executable image to flash memory such as an M-Systems Disk-On-Chip device. To transfer a file to the GMM, the CCM first sends a packet containing a command to stop normal processing and enter file download mode. The GMM then enters file download mode and remains there until one of the following has occurred:
         11. The CCM stops sending data packets for 30 seconds or longer   12. The CCM sends a data packet containing an abort command   13. The CCM sends a reboot command   14. The CCM sends a download complete packet       

     Within each packet is a 16 bit CRC of the data as well as a packet sequence number for error checking. 
     Upon successful completion of the file transfer, the GMM closes the temporary download file, renames the file to the specified file name, and sends a download complete message to the CCM in the normal status update message (0x35). If this is an executable file, the next time the GMM is rebooted the file will be executed. 
     Diagnostic Messages 
     This section describes the diagnostic messages that are available in the CCM-GMM interface.
         Reboot GMM Message (0x30)
           The CCM is able to reboot the GMM by sending is a reboot message (0x30).   
           CCM Configuration Report Request Message (0x32)   GMM Configuration Report Reply Message (0x33)       

     The CCM is able to request a configuration report from each GMM by sending message 0x32 to the GMM. The GMM formats and replies with message 0x33 containing the GMM firmware version string, CRC of the GMM firmware, number of meters attached to the GMM, a meter configuration string, and details of the current diagnostic request.
         GMM Alive Report Message (0x35)   Diagnostic Output Request Message (0x36)       

     The GMM sends a status message (message type 0x35) to the CCM at least once every 10 seconds containing the status of the game (online or offline) and the status of the meter(s)(online or offline). This message also contains a field for use by diagnostic functions that can be used to log failures and other engineering data. The content of this field is determined by the contents of a Diagnostic Output Request message (0x36) received from the CCM. 
     CCM Alive Message (0x34) 
     The CCM sends an “I&#39;m alive!” message (0x34) to each GMM once every 10seconds that is used to inform the GMM that the CCM network connection is active. 
     Game Exception Message (0x3F) 
     Reg  14  and other exception messages originating from the game machine shall be sent to the CCM by the GMM. 
     Broadcast Messages 
     Messages broadcast from the CCM to all GMMs include the following:
         Link update messages   Overhead meter jackpot celebration stop command messages   Progressive jackpot won message   System time and date messages to synchronize the GMM clocks
           These messages have been described in the previous sections.
 
CCM Status Determination
   
               

     The GMM sends a “ping” message to the CCM approximately every 10 seconds. The CCM responds to the ping allowing the GMM to determine that the CCM is alive. If the CCM fails to respond to the ping, the GMM re-boots and attempts to re-establish communications with the CCM. This approach relieves the application from periodically send an alive message to each GMM. 
     OCM to CCM Communication 
       FIG. 15  is a flow diagram illustrating processing messages from the OCM to the CCM in one embodiment. The order and number of message content and format checks are presented as an example embodiment. Other orders, content, and format may be used without departing from the scope and spirit of the system. At step  1501  the process begins. At decision block  1502  the system checks for messages in the OCM Receive application buffer. If none, the process ends at step  1503 . If so, the system checks for Machine ID at step  1504 . If yes, the system handles the machine ID at step  1505  and sends the message to the GMM at step  1526 . If no, the system checks for jackpot levels at step  1506 . If yes, the system handles the jackpot levels at step  1507  and sends the message to the GMM at step  1526 . 
     If no, the system checks for meter display string at step  1508 . If yes, the system handles the meter display string at step  1509  and sends the message to the GMM at step  1526 . If no, the system checks for meter command sequence at step  1510 . If yes, the system handles the meter command sequence at step  1511  and sends the message to the GMM at step  1526 . If no, the system checks for meter configuration at step  1512 . If yes, the system handles the meter configuration at step  1513  and sends the message to the GMM at step  1526 . 
     If no, the system checks for jackpot winner at step  1514 . If yes, the system handles the jackpot winner at step  1515  and sends the message to the GMM at step  1526 . If no, the system checks for GMM reboot at step  1516 . If yes, the system handles the GMM reboot at step  1517  and sends the message to the GMM at step  1526 . If no, the system checks for meter configuration report request at step  1518 . If yes, the system handles the meter configuration report request at step  1519  and sends the message to the GMM at step  1526 . 
     If no, the system checks for diagnostic report at step  1520 . If yes, the system handles the diagnostic report at step  1521  and sends the message to the GMM at step  1526 . If no, the system checks for jackpot celebration stop at step  1522 . If yes, the system handles the jackpot celebration stop at step  1523  and sends the message to the GMM at step  1526 . If no, the system checks for link update at step  1524 . If yes, the system handles the link update at step  1525  and sends the message to the GMM at step  1526 . 
     When a message arrives from the OCM, the Application Layer notes the current time to denote the last message received time from the OCM. This time is used to evaluate whether the CCM should go into Independent Mode or not. If the last message received time is earlier than 60 seconds, then the CCM enters the Independent Mode and begins handling the progressives independently. When the CCM detects the restoration of communication with the OCM, it exits Independent Mode and begins forwarding messages to the OCM. 
     The message handlers described in  FIG. 15  operate as follows: 
     HandleLinkParameters (Step  1524  )
         Handles the LinkParameters message from the OCM   Create a new link and update its link ID, number of levels and each level&#39;s progressive rate   Insert the link in the link collection at the right index−&gt;index=linked   After all link parameters are received (specified by number of links in the system), set the variable   IsCCMlnitialized to true and set the CCM in ccm_prog_mode_normal.       

     HandleMachinelD (Step  1505  )
         Handles the MachinelD message from the OCM   Find the GMM with this machine ID   Update the GMM&#39;s Static properties, i.e. machine ID   Update the GMM&#39;s Dynamic properties, i.e. last message type sent   Forward this message to this GMM       

     All other Handlers (Steps  1507 - 1523  ) 
     The CCM acts as a simple router for these messages and forwards them to the intended GMM
         Find the GMM with this machine ID   Update the GMM&#39;s Static properties i.e. machine ID   Update the GMM&#39;s Dynamic properties i.e. last message type sent   Forward this message to this GMM       

     Message Format 
     The message element dimensions are as follows: 
     
       
         
               
               
               
             
           
               
                   
               
             
             
               
                 BYTE (unsigned char) is 1 byte 
                   
                   
               
               
                 UINT (unsigned integer) is 2 bytes 
                   
                   
               
               
                 ULONG (unsigned long) is 4 bytes 
                   
                   
               
               
                 #define CABINET_ID_SIZE 
                 30 
                 //Num bytes in ASCII cabinet str 
               
               
                 #define DENOM_SIZE 
                 3 
                 //Num bytes in denomination str 
               
               
                 #define GAME_CNT_SIZE 
                 2 
                 //Num bytes in BCD game count 
               
               
                 #define COIN_METER_LEN 
                 6 
                 //Num BCD bytes for CoinInMeter 
               
               
                 #define GAMES_PLAYED_METER_LEN 
                 6 
                 //Num BCD bytes for GamesPlayedMeter 
               
               
                 #define GAME_CENTS_OUT_METER_LEN 
                 6 
                 //Num BCD bytes for CentsOutMeter 
               
               
                 #define DL_DATA_SIZE 
                 128 
                 //Num bytes of download data 
               
               
                 #define DL_END_OF_BLOCK 
                 0×AA 
                 //Download end of block identifier 
               
               
                 #define DL_FILENAME_SIZE 
                 32 
                 //Num bytes for download frame 
               
               
                 #define DETAILS_LEN 
                 8 
                 //Num bytes in debug field 
               
               
                 #define MAX_JACKPOT_LEVELS 
                 8 
                 //Num jackpot levels supported 
               
               
                 #define METER_CFG_STRING_LEN 
                 32 
                 //Num bytes in config string 
               
               
                 #define METER_CMD_STRING_LEN 
                 128 
                 //Meter command sequence 
               
               
                 #define METER_DISP_STRING_LEN 
                 132 
                 //#bytes in meter display text str 
               
               
                 #define PROG_AMOUNT_LEN 
                 5 
                 //Num BCD bytes in prog amount 
               
               
                 #define SMI_SIZE 
                 8 
                 //Num chars in SMI string 
               
               
                 #define VERSION_STRING_LEN 
                 32 
                 //Num chars in version string 
               
               
                 #define COMMENT_SIZE 
                 80 
                 //File download comment size 
               
               
                   
               
             
          
         
       
     
     CCM/GMM Message Formats 
     Messages sent from the GMM to the CCM
         Cabinet Data Message (0x01)       

     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct cabinet_data_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // 0 for this message only 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×01 
               
               
                   
                 UINT message_sequence_num; 
                   
               
             
          
           
               
                   
                 BYTE cabinet_id[CABINET_ID_SIZE]; 
                 // ASCII string 
               
             
          
           
               
                   
                 BYTE denomination [DENOM_SIZE]; 
                 // binary value in cents 
               
             
          
           
               
                   
                 BYTE game_count[GAME_CNT_SIZE]; 
                 // bcd value 
               
             
          
           
               
                 } gmm_cabinet_data_msg; 
               
               
                   
               
             
          
         
       
     
     Game Data Message (0x03) 
     One Game Data Message is sent for each game configured in the EGM. 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct game_data_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×03 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
               
                   
                 BYTE unused; 
               
             
          
           
               
                   
                 BYTE game_number; 
                 // binary 
               
             
          
           
               
                   
                 BYTE game_cents_in_meter[COIN_METER_LEN]; 
                 // packed BCD 
               
             
          
           
               
                   
                 BYTE smi_number[SMI_SIZE]; 
                 // ASCII string 
               
               
                   
                 BYTE game_progressive_flag; 
                 // Boolean 
               
               
                   
                 UINT game_base_percentage; 
                 // packed BCD 
               
             
          
           
               
                   
                 UINT denomination; 
                 // binary value in cents 
               
             
          
           
               
                   
                 ULONG max_bet; 
                 // binary value in denom multiple 
               
             
          
           
               
                 } gmm_game_data_msg; 
               
               
                   
               
             
          
         
       
     
     Game Start Message (0x11) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct game_start_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×11 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
               
                   
                 BYTE unused; 
               
             
          
           
               
                   
                 BYTE game_number; 
                 // binary 
               
             
          
           
               
                   
                 BYTE game_cents_in_meter[COIN_METER_LEN]; 
                 // packed BCD 
               
             
          
           
               
                 } gmm_game_start_msg; 
               
               
                   
               
             
          
         
       
     
     Game Over Message (0x1F) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
             
           
               
                   
               
             
             
               
                 typedef struct game_over_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×1F 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
               
                   
                 BYTE unused; 
               
             
          
           
               
                   
                 BYTE game_number; 
                 // binary 
               
               
                   
                 UINT denom_played; 
                 // binary 
               
             
          
           
               
                   
                 ULONG total_cents_wagered; 
                 // binary cents 
               
             
          
           
               
                   
                 BYTE game_cents_in_meter[COIN_METER_LEN]; 
                 // packed BCD 
               
               
                   
                 BYTE games_played_meter[GAMES_PLAYED_METER_LEN]; 
                 // packed BCD 
               
             
          
           
               
                   
                 ULONG game_won_cents; 
                 // binary 
               
             
          
           
               
                   
                 BYTE game_cents_out_meter[GAME_CENTS_OUT_METER_LEN]; 
                 // packed BCD 
               
             
          
           
               
                   
                 } gmm_game_over_msg; 
               
               
                   
               
             
          
         
       
     
     Jackpot Won Message (0x21) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct jackpot_won_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×21 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
               
                   
                 BYTE unused; 
               
             
          
           
               
                   
                 BYTE game_number; 
                 // binary 
               
             
          
           
               
                   
                 ULONG link_id; 
                 // binary 
               
             
          
           
               
                   
                 ULONG jackpot_id; 
                 // binary 
               
             
          
           
               
                   
                 ULONG curr_wager; 
                 // binary-current wagered amount to 
               
               
                   
                   
                 // win the jackpot (pennies) 
               
             
          
           
               
                 } gmm_jackpot_won_msg; 
               
               
                   
               
             
          
         
       
     
     Jackpot Reset Message (0x2F) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct jackpot_reset_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×2F 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
               
                   
                 BYTE unused; 
               
             
          
           
               
                   
                 BYTE game_number 
                 // binary 
               
             
          
           
               
                   
                 ULONG link_id; 
                 // binary 
               
             
          
           
               
                   
                 ULONG jackpot_id; 
                 // binary 
               
             
          
           
               
                 } gmm_jackpot_reset_msg; 
               
               
                   
               
             
          
         
       
     
     Configuration Report Message (0x33) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct configuration_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×33 
               
               
                   
                 UINT message_sequence_num; 
                   
               
               
                   
                 BYTE hour; 
                 // binary 24 hour format 
               
               
                   
                 BYTE minute; 
                   
               
               
                   
                 BYTE second; 
                   
               
               
                   
                 BYTE month; 
                   
               
               
                   
                 BYTE day; 
                   
               
               
                   
                 UINT year; 
                 // binary 4 digit format 
               
             
          
           
               
                   
                 BYTE gmm_firmware_version[VERSION_STRING_LEN]; 
                 // ASCII string 
               
             
          
           
               
                   
                 UINT gmm_crc; 
                 // binary 
               
             
          
           
               
                   
                 ULONG gmm_uptime; 
                 // binary seconds since last gmm startup 
               
               
                   
                 ULONG egm_uptime; 
                 // binary seconds since last egm startup 
               
               
                   
                 BYTE num_meters; 
                 // binary 
               
             
          
           
               
                   
                 BYTE meter_config[METER_CFG_STRING_LEN]; 
                 // ASCII string 
               
             
          
           
               
                   
                 BYTE details [DETAILS_LEN]; 
                 // binary 
               
             
          
           
               
                 } gmm_configuration_msg; 
               
               
                   
               
             
          
         
       
     
     GMM Status Update Message (0x35) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
               
               
             
           
               
                   
               
             
             
               
                 typedef struct status_update_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×35 
               
               
                   
                 UINT message_sequence_num; 
                   
               
             
          
           
               
                   
                 BYTE game_comm_status; 
                 // 1 = OK, 0 = Not responding 
               
               
                   
                 BYTE meter_comm_status; 
                 // one bit/meter, 1 = OK, 0 = Not Resp 
               
               
                   
                 BYTE udp_comm._status; 
                 // 1 = OK, 0 = lost comm 
               
             
          
           
               
                   
                 BYTE file_download_status; 
                 // see section 5.9 
               
               
                   
                 BYTE details [DETAILS_LEN]; 
                 // binary 
               
             
          
           
               
                 } gmm_status_msg; 
               
               
                 The details bytes contain the following binary information: 
               
             
          
           
               
                   
                 details[0] = GMM file download error status if a file download is in progress 
               
               
                   
                 details[1] = GMM file download log file status if a file download is in progress 
               
               
                   
                 details[2] = GMM serial port 1 error status ( EGM port ) 
               
               
                   
                 details[3] = GMM serial port 2 error status ( meter port ) 
               
               
                   
                 details[4] = GMM serial port 3 error status ( unused port ) 
               
               
                   
                 details[5] = GMM serial port 4 error status ( unused port ) 
               
               
                   
                 details[6] = GMM firmware version number MSB 
               
               
                   
                 details[7] = GMM firmware version number LSB 
               
               
                   
               
             
          
         
       
     
     Game Exception Message (0x3F) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct game_exception_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // received from CCM 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0×3F 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 UINT exception_field; 
                 // binary exception code (GASS 1.0) 
               
               
                   
                 BYTE exception_code; 
                 // exception code (GASS 2.0) 
               
               
                   
                 BYTE reserved[32]; 
                 // for expansion of exception data 
               
             
          
           
               
                 } gmm_game_exception_msg; 
               
               
                   
               
             
          
         
       
     
     Messages sent from the CCM to the GMM 
     Machine Identifier Message (0x02) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct machine_id_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type;  
                 // 0x02 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 BYTE cabinet_id [CABINET_ID_SIZE]; 
                 // ASCII string 
               
             
          
           
               
                 } ccm_machine_id_msg; 
               
               
                   
               
             
          
         
       
     
     Jackpot Levels Message (0x04) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct jackpot_levels_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x04 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
               
                   
                 BYTE unused1; 
               
             
          
           
               
                   
                 BYTE game_number; 
                 // binary 
               
               
                   
                 BYTE level_count; 
                 // binary number of levels 
               
             
          
           
               
                   
                 ULONG link_id; 
                 // binary 
               
             
          
           
               
                   
                 ULONG 
                 // binary, up to 
               
               
                   
                 jackpot_id[MAX_JACKPOT_LEVELS]; 
                 level_count vals sent 
               
             
          
           
               
                   
                 ULONG max_wager; 
                 // binary - max wager required to win 
               
             
          
           
               
                   
                 // the progressive (in pennies) 
               
             
          
           
               
                 } ccm_jackpot_levels_msg; 
               
               
                   
               
             
          
         
       
     
     Meter Display String Message (0x12) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct meter_string_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x12 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 BYTE destination; 
                 // 1 = Overhead, 2 = In-Game, 3 = Both  
               
               
                   
                 BYTE display_string_color; 
                 // color code, see 5.3 
               
               
                   
                 BYTE display_string_font; 
                 // font code, see 5.3 
               
             
          
           
               
                   
                 BYTE display_repeat_count; 
                 // binary, num times to consec repeat 
               
             
          
           
               
                   
                 // the display of a string 
               
             
          
           
               
                   
                 BYTE display_rate; 
                 // binary update cycle time in minutes 
               
             
          
           
               
                   
                 BYTE display_string_number; 
                 // binary, 0 to 31 
               
             
          
           
               
                   
                 BYTE display_string[METER_DISP_STRING_LEN]; 
                 // ASCII string, null term 
               
             
          
           
               
                 } ccm_meter_string_msg; 
               
               
                   
               
             
          
         
       
     
     Meter Configuration Message (0x16) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct meter_config_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x16 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 BYTE meter_color; 
                 // for the odometer, binary, see section  
               
             
          
           
               
                   
                 5.3.1 
               
             
          
           
               
                   
                 BYTE meter_font; 
                 // for the odometer, binary, see section  
               
             
          
           
               
                   
                 5.3.2 
               
             
          
           
               
                   
                 BYTE meter_odometer_format; 
                 // binary, see section 5.3.3 
               
               
                   
                 BYTE meter_odometer_update_rate; 
                 // binary, see section 5.3.4 
               
               
                   
                 BYTE meter_currency_symbol; 
                 // binary, see section 5.3.5 
               
             
          
           
               
                 } ccm_meter_config_msg; 
               
               
                   
               
             
          
         
       
     
     File Download Packet Message (0x18) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct file_download_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x18 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 BYTE command; 
                 // binary, see section 5.9 
               
             
          
           
               
                   
                 UINT block_number; 
                 // binary block counter starting at 0 
               
             
          
           
               
                   
                 BYTE block_size; 
                 // binary num bytes in data field below 
               
             
          
           
               
                   
                 BYTE file_name[DL_FILENAME_SIZE]; 
                 // ASCII file name 
               
               
                   
                   
                 string, null term. 
               
             
          
           
               
                   
                 BYTE data [DL_DATA_SIZE]; 
                 // block_size bytes of data 
               
             
          
           
               
                   
                 BYTE end_of_block_char; 
                 // DL_END_OF_BLOCK 
               
             
          
           
               
                 } ccm_file_download_msg; 
               
               
                   
               
             
          
         
       
     
     The first packet of a file download sequence shall send the current CCM date and time and a comment to the GMM in the data field. The format of this field shall be as follows: 
     
       
         
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct file_download_date_time 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE year[4]; 
                 // current year, 4 digit ASCII 
               
               
                   
                 BYTE blank1; 
                 // blank 
               
               
                   
                 BYTE month[2]; 
                 // current month, 2 digit ASCII 
               
               
                   
                 BYTE blank2; 
                 // blank 
               
               
                   
                 BYTE day[2]; 
                 // current day, 2 digit ASCII 
               
               
                   
                 BYTE blank3; 
                 // blank 
               
               
                   
                 BYTE hour[2]; 
                 // current hour, 2 digit ASCII, 24 hr fmt 
               
               
                   
                 BYTE blank4; 
                 // blank 
               
               
                   
                 BYTE minute[2]; 
                 // current minute, 2 digit ASCII 
               
               
                   
                 BYTE blank5; 
                 // blank 
               
               
                   
                 BYTE second[2]; 
                 // current second, 2 digit ASCII 
               
               
                   
                 BYTE blank6; 
                 // blank 
               
               
                   
                 BYTE hunsec[2]; 
                 // current hundredths sec, 2 digit ASCII 
               
               
                   
                 BYTE blank7; 
                 // blank 
               
             
          
           
               
                   
                 BYTE comment[80]; 
                 // ASCII text comment, null terminated. 
               
             
          
           
               
                   
                 // padded with trailing zeroes 
               
             
          
           
               
                   
                 ULONG checksum; 
                 // file checksum (sum of all bytes) 
               
             
          
           
               
                   
                 ULONG filesize; 
                 // num bytes in download file 
               
             
          
           
               
                   
                 BYTE ipAddr[16]; 
                 // IP address of download host string 
               
             
          
           
               
                   
                 BYTE unused; 
                 // unused 
               
             
          
           
               
                 } ccm_file_date_time_comment; 
               
               
                   
               
             
          
         
       
     
     Winner Winner Message (0x28 and 0x2A) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct winner_winner_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x28 or 0x2A 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
               
                   
                 BYTE unused; 
               
             
          
           
               
                   
                 BYTE game_number; 
                 // binary 
               
             
          
           
               
                   
                 ULONG link_id; 
                 // binary 
               
             
          
           
               
                   
                 ULONG winning_jackpot_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE winning_jackpot_amount[PROG_AMOUNT_LEN]; 
                 // packed BCD cents 
               
             
          
           
               
                   
                 ULONG next_jackpot_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE reset_amount[PROG_AMOUNT_LEN]; 
                 // packed BCD cents 
               
             
          
           
               
                 } ccm_winner_winner_msg; 
               
               
                   
               
             
          
         
       
     
     GMM Reboot Message (0x30) 
     
       
         
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
             
           
               
                   
               
             
             
               
                   
                 typedef struct reboot_msg_struct 
               
               
                   
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x30 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 } ccm_reboot_msg; 
               
               
                   
               
             
          
         
       
     
     Meter Configuration Report Request Message (0x32) 
     
       
         
               
               
             
               
               
             
               
               
               
             
               
               
             
               
               
             
           
               
                   
               
             
             
               
                   
                 typedef struct report_meter_config_msg_struct 
               
               
                   
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id 
                 // binary; 
               
               
                   
                 BYTE msg_type; 
                 // 0x32 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 } ccm_request_meter_config_msg; 
               
               
                   
               
             
          
         
       
     
     Diagnostic Report Command Message (0x36) 
     
       
         
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
             
           
               
                   
               
             
             
               
                   
                 typedef struct diag_control_msg_struct 
               
               
                   
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x36 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 BYTE command; 
                 // binary command code, see section 5.4 
               
             
          
           
               
                   
                 } ccm_diag_control_msg; 
               
               
                   
               
             
          
         
       
     
     Broadcast Messages from the CCM to all GMMs 
     Link Update Message (0x40) 
     
       
         
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
               
             
               
             
               
               
               
             
               
               
               
             
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct link_update_msg_struct 
               
               
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x40 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 ULONG link_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE num_levels; 
                 // binary 
               
             
          
           
               
                   
                 LinkUpdate[MAX_JACKPOT_LEVELS]; 
                 // see below 
               
               
                   
                 ULONG max_wager; 
                   
               
             
          
           
               
                 } ccm_link_update_msg; 
               
               
                 typedef struct link_update_value 
               
               
                 { 
               
             
          
           
               
                   
                 ULONG jackpot_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE current_amount[PROG_AMOUNT_LEN]; 
                 // packed BCD  
               
             
          
           
               
                   
                 in cents 
               
             
          
           
               
                 } LinkUpdate; 
               
               
                   
               
             
          
         
       
     
     System Date and Time Update Message (0x42) 
     
       
         
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
               
             
               
               
             
           
               
                   
               
             
             
               
                   
                 typedef struct system_date_time_msg_struct 
               
               
                   
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x42 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 BYTE hour; 
                 // binary 24 hour format 
               
               
                   
                 BYTE minute; 
                 // binary 
               
               
                   
                 BYTE second; 
                 // binary 
               
               
                   
                 BYTE month; 
                 // binary 
               
               
                   
                 BYTE day; 
                 // binary 
               
               
                   
                 UINT year; 
                 // binary 4 digit format 
               
             
          
           
               
                   
                 } ccm_date_time_msg; 
               
               
                   
               
             
          
         
       
     
     Overhead Meter Jackpot Celebration Stop Message (0x44) 
     
       
         
               
               
             
               
               
             
               
               
               
             
               
               
               
             
               
               
             
               
               
             
           
               
                   
               
             
             
               
                   
                 typedef struct overhead_jackpot_celebration_stop_msg_struct 
               
               
                   
                 { 
               
             
          
           
               
                   
                 BYTE msg_start_char; 
               
               
                   
                 BYTE msg_length; 
               
             
          
           
               
                   
                 UINT machine_id; 
                 // binary 
               
             
          
           
               
                   
                 BYTE msg_type; 
                 // 0x44 
               
             
          
           
               
                   
                 UINT message_sequence_num; 
               
             
          
           
               
                   
                 } ccm_overhead_jp_stop_msg; 
               
               
                   
               
             
          
         
       
     
     Progressive Jackpot Won Message (0x46) 
     
       
         
               
             
               
               
             
               
               
             
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
               
             
               
             
           
               
                   
               
             
             
               
                 typedef struct prog_winner_msg_struct 
               
               
                 { 
               
               
                  BYTE msg_start_char; 
               
               
                  BYTE msg_length; 
               
             
          
           
               
                  UINT machine_id; 
                 // binary 
               
             
          
           
               
                  BYTE msg_type; 
                 // 0x46 
               
             
          
           
               
                  UINT message_sequence_num; 
               
               
                  BYTE unused; 
               
             
          
           
               
                  BYTE game_number; 
                 // binary (unused) 
               
             
          
           
               
                  ULONG link_id; 
                 // binary 
               
             
          
           
               
                  ULONG winning_jackpot_id; 
                 // binary 
               
             
          
           
               
                  BYTE winning jackpot_amount[PROG_AMOUNT_LEN]; 
                 // packed 
               
               
                   
                 BCD in cents 
               
             
          
           
               
                  ULONG next_jackpot_id; 
                 // binary 
               
             
          
           
               
                  BYTE reset_amount[PROG_AMOUNT_LEN]; 
                 // packed 
               
               
                   
                 BCD in cents 
               
             
          
           
               
                 } ccm_prog_winner_msg; 
               
               
                   
               
             
          
         
       
     
     OCM 
     The operation control module  101  is the controller of the gaming system and is illustrated in  FIG. 5 . The OCM  101  in one embodiment has three logical layers; casino interface layer (CL)  501 , personnel interface layer (PIL)  502 , and database interface layer (DIL)  503 . The CIL  501  communicates with the OCM  104  on one side and with the DWL  503  on the other side. The PIL  502  communicates with the user on the front end and the DIL  503  on the back end to display information about system components such as GMM, CCM links, awards, events, and their respective status. This layer also handles configuration, event management, and normal operation. The DIL  503  communicates with the database  208  and serves the CIL  501  and PIL  502 . 
     The CIL  501  is a communication layer. The CIL may use a polling protocol and poll each CCM for messages/responses. The CIL  501  handles inbound messages from the CCMs including, but not limited to, the following, CCM initialization, cabinet data, GMM status, CCM status, game data, bets, jackpot data (amount, won, awarded, reset), and diagnostic information and instantiation. The CIL  501  sends messages to the CCMs including, but not limited to, configuration file location, machine ID, Game ID, jackpot levels, link parameters and updates, CCM status requests, GMM status requests, jackpot winner, message acks, and diagnostic requests. 
     The DIL  503  receives requests sent to the database from the OCM  101  and PIL  502 . Data sent to the database from OCM  101  and PL  502  are also routed through the DWL  503 . 
     The database  102  is a relational database in one embodiment of the system. Each jurisdiction associated with the system has a copy of the database live on the database  102 . The database design has the ability to perform the following functions by way of example, but not by way of limitation:
         1. Represent linked betting (wagering) systems of all types, including, but not limited to, linked slot machines, lottery systems, etc.   2. Track all bets (wagers) placed by these linked systems down to the machine level.   3. Track the various components making up the games, such as location, pertinent hardware, and installation dates.   4. Track jackpots for each linked system, and the awards paid for each jackpot won, and the various rates associated with jackpots, such as progressive, break, and hidden.   5. Track an infinite number of jackpot levels for each linked system.   6. Track multiple business enterprises housing these gaming systems and their locations, as well as casinos and other betting (wagering) locations owned by these businesses, as well as the locations of the machines within these businesses.   7. Track events related to each game, from routine maintenance procedures to machine faults and system idle time.   8. Track the billing rules for each business enterprise.       

     Archive database  109  is separate from the live jurisdictional database  102  and data in one embodiment only flows from the live database  102  to the archive database  109 . The archive database is accessed by a reporting interface  110  so that near real time reporting of data and performance may be obtained. The archive database  109  stores all data from the progressive gaming system of the system. In one embodiment, the data is saved in a denormalized format. The archive module is password protected for operational security in one embodiment of the system. 
       FIG. 7  illustrates a block diagram of one embodiment of a database archive for use in the system. The data archive is separate from all jurisdictional databases, and data flows in only one direction, from each jurisdictional database to a warm standby database server to the archive  109 . The archive  109  consists of a data repository with an initial data staging area  701  and a data warehouse  702 . The data staging area  701  contains a copy of each jurisdictional database  703 A- 703 N (without transformation in one embodiment) and an intermediate staging area  704  for the data warehouse (with some data transformation in one embodiment) and storing data in database  705 . 
     The data warehouse  702  follows accepted principles of warehouse design to provide the enterprise with timely information that can be displayed in such a way as to be useful in making both long term and short term decisions concerning cash flow, profitability of individual links, and games. The data warehouse  702  includes a main warehouse  706  for receiving the aggregated and transformed data from intermediate staging area  704  of data staging  701 . The data warehouse  702  includes jurisdictional data marts  707 A- 707 N along with other data marts  708 A- 708 N. The data warehouse offloads reporting activities from the system, for example, gathering the betting characteristics of multiple machines over a desired time period (e.g. several year period) for a particular jurisdiction. Such a query involves fetching and summarizing hundreds of thousands of records. The data warehouse  702  contains transformed and aggregated presentation of the data for all jurisdictions in the enterprise. 
     The reporting interface  110  accesses all levels of the data archive  109 . Data needed in near real time comes from the initial staging area  704 . Highly aggregated and transformed data comes from the data warehouse  702 . A variety of tools are used, from stored procedures and query building tools, to canned reports using third party tools (such as Crystal Reports). The foundation for these reports is built upon SQL queries. 
     Multilevel Progressive Meter 
     The system utilizes a messaging and management system that supports the control, update, and display of multiple levels of progressive prizes. The meters may be updated based on a number of events that take place on a gaming machine or machines. These are referred to herein as “meter related events.” A meter may be updated based on any combination of one or more of the meter related events as desired. For example, there may be a plurality of meters, with each one associated with just one of the plurality of meter related events. In other instances, there may be groups of meters each associated with one of the meter related events. In other instances, each meter may be associated with one, some, or all, of the meter related events as desired. 
     By way of example, but not by way of limitation, meter related events may include coin in and other wagering data, coin out data, time played, insertion or withdrawal of a player-tracking card, time based event, number of players, or any other desired criteria. 
     Meter related event information is transmitted from each machine through its associated GMM  106  via CCM  104  to OCM  101 . The OCM  101  includes the ability to update the meter value of one, some, or all of the progressive meters maintained by the OCM  101  based on the meter related event. Return messages to each GMM include values for each level of meter implemented for the game machine associated with the GMM. In some cases, a bank of game machines  108  may share a single progressive display. In that case, the display itself may have its own associated GMM with responsibility for updating the display. In other cases, one or more of the GMMs associated with the game machines in the bank of machines has responsibility for the display. When an update message is received, the GMM parses the message to obtain meter information and updates one or more displays appropriately, depending on the number of progressive prizes being implemented. 
     In addition to having the possibility of multiple progressive meters per game machine, the OCM may also track sets of one or more progressive meters for different populations of game machines that are networked to the OCM. Such populations or collections of game machines may be determined by game machine manufacturer, by casino, by state, or any other suitable manner of distinguishing collections of game machines. 
       FIG. 6  is a flow diagram of the operation of the OCM in receiving game machine information, updating progressive meters, and returning update messages. At step  601  the OCM receives a message from a CCM with game information. At step  602  the OCM determines if there is a meter related event to be processed. If not, the OCM performs other functions related to the message at step  609 . If there is a meter related event, the OCM at step  603  identifies collections of machines, if any, associated with the CCM sending the message. At step  604 , for each collection, the OCM determines if there are multiple meters to be updated. If not, the OCM updates the single meter based on the meter related event at step  605 , constructs a reply message at step  607 , and sends the reply to the CCM at step  608 . 
     If there are multiple meters to update, the OCM updates each of the meters pursuant to a formula appropriate for the collection, the meter related event, and the game associated with the gaming machines at step  606 . At step  607  a reply message is constructed with update information for each meter and at step  608  a reply message is sent to the CCM. 
     NAP/WAP Integration 
     The system permits the defining of multiple collections of gaming machines on the network. As a result, the system supports simultaneous implementation and management of NAP and WAP games on the same network. In addition, due to the multiple meter capability of the system, a single gaming machine may have one meter that is based on a WAP game and another meter that is based on a NAP game. Alternatively, game machines may be exclusively part of a NAP game or a WAP game as desired. Of course, either a NAP only game or a WAP only game can also support multiple progressive meters as desired. 
     Data Management 
     One problem with managing multi-jurisdiction networks is the need to satisfy all regulatory requirements for each jurisdiction while still having the necessary responsiveness to effectively manage the network. All data that comes to the OCM  101  is maintained on the associated database  102  and archived database  109 . Periodically, the data on database  102  is transmitted to archive database  109  and collected into a report that can be burned onto some media format, such as a CD, tape, flash memory, DVD, etc., or the data report can be transmitted to any desired location using a network connection. In this manner, near real time reporting of data and performance is possible using the system, without jurisdictional restrictions that may be associated with the live database  102 . 
     Game Performance Analysis System (GPAS) 
     The GPAS obtains coin-in information from the game machine using existing software and hardware capability of the game machine. The target game machines will connect to the live database  102  and archive database  109  using current the above described network capability. 
     GPAS uses communication protocols known as complex serial communication and extended simple serial (both are Bally proprietary protocol). The protocol is utilized to provide accounting information to the OCM of the SDS system. The protocol is event-driven; with the assumption the OCM shall maintain volatile meter and configuration data. The OCM is the trusted agent on the network. The relationship between the game machine and OCM is unidirectional; the game machine provides accounting information to the OCM when game play occurs. The accounting information reported by the game machine is not cumulative; it is relative to the single event. The OCM maintains the cumulative data. Exceptions are also reported to the OCM for security purposes. No configuration information is passed between the OCM and the game machine during initialization. The OCM is programmed independently before connecting to the game machine and the system. The GPAS feature is developed using the MAPS network as the collection mechanism of the accounting data. Target game machines for game performance analysis will connect to the MAPS network as a subscriber (exception if the game is not subscribing to a multi-area progressive link, the game is non-progressive). The GMM attached to the target game machines will present the MAPS link with valid configuration information for a progressive game, at the same time accept accounting information from the game machines as an OCM would. 
     As part of the MAPS network, GMM&#39;s operating with GPAS software will need to comply with configuration requirements of the network. During the initialization process, the MAPS database requires the cabinet ID of the game machine for verification purposes. Game machine denomination, game SMI number, and other configuration-related data are required after the cabinet ID is verified. The complex serial and extended simple serial communication protocols do not have the messaging capability to retrieve such data from the game machine. GPAS software will accommodate this by using default values as shown in the table below to satisfy the MAPS database requirement (with the exception of cabinet ID, which is dependent on the polling address selected). 
     
       
         
               
               
             
               
             
               
               
             
               
             
               
               
             
           
               
                   
               
               
                 Configuration Data Element 
                 Default Value 
               
               
                   
               
             
             
               
                   
               
             
          
           
               
                 Complex Serial Default 
               
             
          
           
               
                 Cabinet ID 
                 Gyyy71988xxx (ASCII) yyy = denom 
               
               
                   
                 specific number, xxx = polling address. 
               
               
                 SMI 
                 yyy4332G (ASCII) yyy = denom 
               
               
                   
                 specific number 
               
               
                 Game number 
                 0x01 
               
               
                 Denomination 
                 5, 25, 50, or 100 (BCD) 
               
               
                 Number of games 
                 0x01 
               
               
                 Game progressive flag 
                 0x01 
               
               
                 Game tier ID 
                 0x01 
               
             
          
           
               
                 Extended Simple Serial Default 
               
             
          
           
               
                 Cabinet ID 
                 G0617ALxxyyy (ASCII) xx = game 
               
               
                   
                 identification, yyy = polling address. 
               
               
                 SMI 
                 43327Gxx (ASCII) xx = game 
               
               
                   
                 identification 
               
               
                 Game number 
                 0x01 
               
               
                 Denomination 
                 No restriction 
               
               
                 Number of games 
                 0x01 
               
               
                 Game progressive flag 
                 0x01 
               
               
                 Game tier ID 
                 0x01 
               
               
                   
               
             
          
         
       
     
     Yield Management 
     In another embodiment, searches of the live database  102  and/or the archived database  109  are performed to produce other specifically desired reports, such as predictive analysis and yield management. In one embodiment, the yield management data includes projection data calculated based on one or more factors related to use of one or more gaming machines. For example, in one embodiment, the yield management data includes game play projection data, machine usage projection data, and/or income projection data calculated based historical game play data for the one or more gaming machines. In one embodiment, the calculations are performed using linear regression analysis. In another embodiment, the calculations are performed using a neural network. In one embodiment, yield management data is used to determine one or more bonuses. 
     One embodiment of the OCM  101  incorporates a yield management feature for the purpose of optimizing economic return using configuration control over the gaming machines. The yield management feature implements configuration control by setting optionable parameters including, by way of example only, and not by way of limitation: wager, theme, percentage and time in play. The analysis and predictive results are displayed using the graphical user reporting interface  110 . 
     One embodiment of the system is able to analyze, automate, schedule, and control the options, operation, and configuration for thousands of machines. The system is capable of providing this control from a single property to many properties that may span states, countries, and even throughout the world. 
     In one embodiment, the system is capable of applying the yield management feature to an individual player. In another aspect of a embodiment, the system utilizes two forms of yield management in combination (i.e., physical groupings combined with individual player performance and monitoring). 
     In one embodiment, the yield management feature of the system is configured to optimize casino profitability. In one specific, non-limiting embodiment, casino profitability is represented by the formula: 
     
       
         
           
             CP 
             = 
             
               
                 ∑ 
                 time 
               
               ⁢ 
               
                   
               
               ⁢ 
               
                 ( 
                 
                   OP 
                   - 
                   OE 
                 
                 ) 
               
             
           
         
       
     
     Where: 
     CP=Casino Profit 
     OP=Operations Profit 
     OE=Operations Expenses 
     Additionally, in one embodiment of the system, time is a variable in yield management calculations. Further, it should be noted that operational expenses are included in the above casino profitability formula. In an embodiment, many aspects of operations performance are captured in the systems and messages. An additional aspect of the system involves applying yield management principles to operational efficiency issues, thereby further increasing casino profitability. 
     In a embodiment, each element of the operations profit formula (shown below) can be broken down and the principles of yield management applied. For the casino slot floor the operations profit, OP, can be broken into: 
     
       
         
           
             OP 
             = 
             
               
                 ∑ 
                 time 
               
               ⁢ 
               
                   
               
               ⁢ 
               
                 ( 
                 
                   POSP 
                   + 
                   SFD 
                 
                 ) 
               
             
           
         
       
     
     Where: 
     POSP=Point Of Sale Profit (includes hotel, retail, food and beverage and entertainment) 
     SFD=Slot Floor Drop 
     Continuing: 
     
       
         
           
             SFD 
             = 
             
               
                 ∑ 
                 time 
               
               ⁢ 
               
                   
               
               ⁢ 
               
                 
                   ( 
                   
                     PL 
                     - 
                     promotions 
                   
                   ) 
                 
                 ⁢ 
                 
                   ( 
                   RETURNVISIT 
                   ) 
                 
               
             
           
         
       
     
     Where: 
     RETURNVISIT=probability that the player will return to the casino. 
     PL=Player Loss 
     Promotions=marketing money the casino contributes to player kickbacks, comps, and system games. 
     Still continuing:
 
PL=ST*GCT*HPC*WAGER
 
     Where: 
     ST=time the player spends at the slot machine, i.e., seat time 
     GCT=Game Cycle Time 
     HPC=Hold Percentage for the game 
     Further continuing:
 
WAGER=LINESBET*CREDITS*DENOM
 
     Where: 
     LINESBET is the number of lines on which the player is betting. 
     CREDITS is the number of credits the player chooses to bet. 
     DENOM is denomination, i.e., the worth of an individual credit. 
     It should be noted that LINESBET, CREDITS, and DENOM can each be set to a minimum and are option-able parameters. As such, LINESBET, CREDITS, and DENOM are each under yield management control. Interestingly, changes in parameters within the PL (Player Loss) formula above can have a significant effect. Even if PL (Player Loss) is held constant, other element can still be modified within the formula. For example, GCT (Game Cycle Time) could be reduced by half while ST (Seat Time) is doubled. In this scenario, the player spends much more time at the game. Accordingly, such a player&#39;s chances of winning a progressive or system game are increased. Continuing this example, during slow times for the casino the above-described configuration change provides a method for the casino operator to enhance the attractiveness of the games to players without adversely compromising player loss or modifying progressive rules or systems games. The capability of the system provides a distinct advantage over prior gaming systems, in that no regulatory review of “new game rules” (i.e., new game configuration) is required. 
     An embodiment of the system includes the capability to link the above-described changes to marketing programs such as mailings, advertisements, phones calls, other marketing methods, and the like. In addition, system includes a linkage to system game operation and individual yield management, as described above. 
     In one embodiment of the system, the yield management feature of the system includes the ability to advertise, annunciate, and/or otherwise alert the player that yield management configuration change has occurred. Otherwise stated, in one specific, non-limiting embodiment, when the player sits at a gaming machine and is identified, the system annunciates to the player, “you are at 98% payback.” In one embodiment, such an announcement is made and maintained for the player to observe through at least one game cycle. 
     In another aspect of an embodiment of the system, the yield management parameter modifications are applied interactively as the casino operates. For example, in one specific, non-limiting embodiment, every fifteen minutes, the “forward looking” algorithms for yield management operation note that a particular carousel is being heavily played. In such an embodiment, yield management parameters (e.g., minimum bet and the like) are then immediately modified on those gaming cabinets (in the carousel) that not currently in play. Thus, any new players joining the “hot” carousel are joining into game play that has had “tighter” yield management parameters applied. Accordingly, in such an example, those gaming patrons already on the “hot” carousel who have been a part of creating the “hot” feeling are at an advantage to those players joining later. 
     Likewise, in another specific, non-limiting embodiment, if the “forward-looking” algorithms for yield management operation detect that a carousel is “cooling,” then yield management parameters (e.g., denomination and the like) can be immediately lowered or modified for ALL players. In this manner, those loyal players receive the same reward as new players joining the “action.” Moreover, from a regulatory standpoint, relaxing yield management parameters on players during a gaming session is viewed far less restrictively than tightening yield management parameters on players during a gaming session. In this regard, in one embodiment, tightening yield management parameters on players requires at least an announcement (and possibly active acceptance of the modifications by the player), and more commonly inserting these configuration changes between player changes. 
     In an embodiment of the system, the yield management feature necessitates an audio and/or visual announcement to the players that yield management parameters have been changed. In this regard, parameter changes in the players&#39; favor may be displayed on the game screen, presented in the systems interface (iView-type device), announced by sound and/or the like. As explained above, parameter changes that are not in the players&#39;favor (i.e., changes that tighten yield management parameters on the players) typically require higher levels of announcement to the players and possibly active acceptance of the modifications by the players. 
     Referring again to the formulae above, slot floor drop the parameter RETURNVISIT (probability that the player will return to the casino) is a significant term. In a embodiment of the system, yield management accounts for the importance of maximizing the RETURNVISIT probability, while at the same time maximizing SFD (Slot Floor Drop, i.e., the money collected). In an embodiment of the system, a balance between these two elements is significant, and advantageously, is customizable by a casino administrator through the use of the yield management feature of the system. 
     In a embodiment of the system, the yield management feature enables cyclic patterns to be identified in order to both increase operator profitability and optimize player satisfaction, and thus return visits. Such factors, which are examined by the yield management feature in determining such cycles include, by way of example only, and not by way of limitation: demographics, weather, and entertainment events. In a embodiment of the system, use of the yield management feature enables casinos that have implemented the system to provide a much more personalized and individualized gaming experience. 
     In another aspect of a embodiment of the system, the yield management feature combines individual player performance over time with gross property wide yield management information. This combination gives each player its own unique play characteristics. In this regard, individualized characterization, control, and promotion are prominent features of such an embodiment. By combining yield management with player information, the system  10  enables customization of the game offerings specific to that customer. 
     Thus, in one specific, non-limiting embodiment, if a game cabinet holds fifteen game themes (i.e., game titles), only those game themes that the yield management predicts are most attractive to the player will be presented. Preferably, this extends to new game offerings as well, so that when new game themes are introduced, the yield management feature predicts if a particular player might like this new game theme, provides that game theme to the player, and announces to the player the existence of the new game theme. Additionally, as described above, parameters such as wager, game cycle time, and percentage can be set by the system, based upon player characteristics and overall yield management parameters. 
     In another specific, non-limiting embodiment of the system, if the “forward-looking” yield management algorithms predict over 80% occupancy then GCT (game cycle time) is reduced, thereby increasing profitability. Moreover, if indications are that occupancy will remain over 80%, then yield management can move to adjusting WAGER to higher minimums. In one embodiment, this adjustment might take the form of changing minimum lines, minimum credits, or denomination. As described above, the yield management feature of the system has a wide area of variables for affecting and adjusting slot floor profit. 
     Coordination of game performance data from multiple input sources into an analytic engine. Sources include but are not limited to: (1) slot data accounting, (2) multi-game game cabinet accounting, (3) player tracking data, comps, (4) hotel, (5) point of sale system data, (6) location, (7) game mix nearby, (8) entertainment data, (9) weather, (10) off site user group demographic data, and (11) grouping of players, including the monitoring of those groups and presentation of bonusing specific to that group. 
     In accordance with a embodiment of the system, the regulatory rules that allow control over gaming devices by electronic means are (1) GLI-21, and (2) NVGCB Proposed System Based and System Supported gaming regulations. Gaming devices with one or more modifiable parameters affecting yield management calculations include, by way of example only, and not by way of limitation: (1) theme, (2) wager (a) minimum bet, (b) maximum bet, (c) minimum lines bet, and (d) denomination, (3) percentage, and (4) play time, (a) spin cycle time, and (b) bonus round time. 
     In an embodiment of the system, the uses of the yield analysis feature, include by way of example only, and not by way of limitation: system-games, gaming user groups, casino gaming areas, casinos and multi-property gaming, base game play of relating system-games, and modification of system-game operation for optimization of overall property profitability. In another aspect of a embodiment of the system, the yield analysis feature includes predictive analysis engine for optimizing any desirable parameter (e.g., drop or occupancy during some future time). In one embodiment of the system  10 , the yield analysis feature includes an automation system for aiding and advising slot floor managers in the optimal configuration of a casino floor, including individual parameterization of slot machines. 
     An embodiment the yield management aspect of the system is directed towards manipulation of gaming device parameters including, by way of example only, and not by way of limitation: wager, theme, percentage, and time in play to provide optimal casino profitability based upon predictive modeling. Additionally, in another aspect of a embodiment, predictive modeling includes parameters related to player, property occupancy, time of day, week, month, year, events, weather, demographics, and other similar parameters. 
     Another embodiment the yield management aspect of the system is directed towards linkage of yield management manipulation of gaming devices  108  with player-targeted marketing, including advertisements and inducements from casino to patrons. Still another embodiment the yield management aspect of the system is directed towards notifying a player for at least one game cycle that a yield management parameter has been modified on the gaming device being used by the player. Moreover, yet another embodiment the yield management aspect of the system is directed towards a system configured to combine message set capability with game design, wherein the game design enables capturing, analyzing, and reporting on individual machine, machine grouping, as well as individual player and player grouping performance over time. 
     Multi-Denomination Game Play 
     One feature of the system is to allow a player to select and/or change the denomination of a game they are playing which has as at least one of its awards a linked wide area jackpot, and to have the games represented by at least two of the denominations available for selection have the same linked wide area jackpot(s) as an available award. The games represented by the various denominations will be configured such that all shared wide area jackpot awards available for each denomination will have the same cost-to-jackpot. Thus, regardless of the specific denomination the player chooses, the expected amount of play required to achieve any available linked wide area jackpot in terms of absolute money will be the same for each denomination. Although the configuration of the game (e.g. number of lines, bet per line) may change between denominations, the cost-to-jackpot remains constant for all linked wide area jackpots. The advantage of this method is that players may freely choose to play their favorite denomination on a linked wide area game, and change that denomination at will without having to leave their current physical game and locate another with the specific denomination they wish to play. 
     It will be apparent from the foregoing that, while particular forms of the system have been illustrated and described, various modifications can be made without departing from the spirit and scope of the system. Accordingly, it is not intended that the system be limited, except as by the appended claims.