GAME MACHINE

Abstract: The game machine is with an application in the field of gambling games played in public places - games halls, casinos, etc. It includes managing controller (1) to the respective inputs of which are connected the outputs of a block for credit and payment (2), play buttons panel (3), control organs (4), and power supply block (8), and the respective outputs of the managing controller (1) are connected to indication lamps (5), mechanical counters (6), and to the informational inputs of a video display (7). The controller executes a poker game with following doubling of the winnings in consecutive steps by guessing the colour of a card turned face down, and the controller provides a possibility for changing the stake in every step, excluding the last. The advantages of the game machine are in the possibility for increasing or decreasing the gambling element, increasing the attractiveness of the game, as the player can show his or her playing and analytical skills, guaranteeing the interests of the player, and improving the quality of the video image at a high ratio quality/price.

Description: GAME MACHINE FIELD OF THE INVENTION The invention belongs to a game machine with an application in the field of gambling games plaid in public places - play halls, casinos, etc. BACKGROUND OF THE INVENTION Known is a game machine comprising video display, play buttons panel, indication lamps, mechanical counters, credit and payment block, and power supply block, all of them connected to a managing controller (GB 2216322) . The managing controller executes in two consecutive steps a poker play and doubling the winnings. For doubling the winnings the player should guess the value (colour) of the card turned face down compared to the previous card turned face up. After guessing four turned cards the newly formed combination of five cards is evaluated again according the rules of poker. SUMMARY OF THE INVENTION The problem existing in the present machine is that the player cannot change the gambling and entertainment element of the game. The game machine according to the invention comprises managing controller to which respective inputs are connected the outputs of a block for credit and payment, play buttons panel, control organs, and power supply block. The respective outputs of the managing controller are connected to indication lamps, mechanical counters, and the information input of a video display. The managing controller executes a poker play with a consecutive doubling of the winnings in consecutive steps by guessing the colour of a card turned face down, and the controller provides the possibility for changing the stake at every step excluding the last, at which a special bonus is provided. In a preferred variant of execution of the machine, according to the invention, is provided the change of the stake in a given step to be done by adding a particular amount from the credit to the winnings formed up to this step and passing to the next step without guessing the card. A possible execution is when the change of the stake in a given step is done by extracting a particular amount from the winnings formed up to this step and adding it to the credit and passing to the previous step. For increasing the entertainment character of the game in the process of doubling the winnings is provided a summing of the guessed cards according to the rules of the game Black Jack and in case of a winning combination an additional bonus is given. For protection of the information during a game in the set of the managing controller is included a block for protection of the information from external interference or current rushes which is with a power supply of its own and allows the forming of every step of the game as a transaction. For improving the quality of the video image could be included a block for control of the palettes allowing variable number of colours in the palettes for the separate elements of the image. The advantages of the game machine is in the possibility for increasing the gambling element due to the new function of the managing controller for transferring part of the credit to the stake and as a result are skipped steps of the process of doubling the winnings. Possible is a mode of reducing the gambling element by taking part of the winnings and giving discount for a new doubling. The attractiveness of the game machine is increased, as in one of the modes executed by the managing controller concerning summing the cards according to the rules of the game Black Jack, the payer could show his or her playing and analytical skills. The protection provided in the machine against loss of play or accounting information in case of drop of the power supply, current rushes, and other external interference, guarantees the interest of the player. The control scheme of the palettes significantly improves the quality of the video image at a high ratio quality/price. BRIEF DESCRIPTION OF THE FIGURES Figure 1 is a block scheme of the game machine. Figure 2 is a block scheme of the managing controller. Figure 3A is a block diagram of the algorithm of a conventional poker machine. Figure 3B is a block diagram of the algorithm of the process of doubling the winnings according to the present invention. DETAILED DESCRIPTION OF THE PREFERRED EXECUTION On figure 1 is shown a block scheme of the game machine which is built up of a managing controller 1, which respective inputs are connected to outputs of a block for credit and payment 2, play buttons panel 3, control organs 4, and power supply block 8, and the respective outputs of the managing controller are connected to indication lamps 5, mechanical counters 6, and information inputs of a video display 7. The operation of the game machine is the following: If a credit is not entered the managing controller 1 displays on the screen of the video display 7 advertising and demonstration screens which explain to the player the rules of the game. When entering a credit in the game by the block for credit and payment 2 the managing controller 1 actuates the respective mechanical counters 6 and monitors the condition of a play buttons panel 3 and the control organs 4. Through the play buttons 3 the player starts the poker game consisting of a first deal of five cards, second deal of the not kept cards and doubling the winnings, if won. The managing controller 1 manages the indication lamps 5 reminding the player for possible actions in the different phases of the game and shows on the video display 7 respectively: basic field for first and second deal, and field for doubling. The power supply block 8 forms the necessary voltages for power supply of the units of the game machine. On figure 2 is shown in detail the block scheme of the managing controller which is build on the basis of a conventional microprocessor system consisting of : microprocessor 10 with an input connected to generator 11; outputs connected to address decoder 12, permanent memory 13, working memory 14, video controller 22, and address multiplexor 23; input/outputs connected to the permanent memory 13, working memory 14, input ports 16, output ports 17, sound processor 18, serial interface 20, clock 21, video controller 22, and screen video memory 24. The address decoder 12 has outputs connected to input ports 16, output ports 17, sound processor 18, serial interface 20, clock 21, video controller 22, and address multiplexor 23. The working memory 14 has a power supply with battery 15. The outputs of the sound processor 18 are connected to sound amplifiers 19. The video controller 22 has inputs connected to generator 11 and outputs connected to the address multiplexor 23, address registers 25, shift registers 26, and block for control of the palettes 27. The outputs of the address multiplexor 23 are connected to the inputs of the screen video memory 24 which outputs are connected to the inputs of the address registers 25. The outputs of the address registers 25 are connected to the inputs of sound generator 29 which outputs are connected to the inputs of the shift registers 26. Outputs of the block for control of the palettes 27 are connected to inputs of the memory of the palettes 28 and the shift registers 26 which outputs are connected to inputs of the memory of the palettes 28. The block for protection of the information 30 has an output toward the input ports 16 and inputs from the output ports 17. The operation of the managing controller is the following: The microprocessor 10 addresses the periphery through address decoder 12 by reading and executing the programme stored in the permanent memory 13, reads and writes the respective parameters of the game in the working memory 14, monitors the condition of the input signal through the input ports 16 depending on which executes the algorithm of the programme and manages with respect to the different phases of the poker game the output signals through the output ports 17, synthesises melodies for the respective events of the game through the sound processor 18, realises communication with remote devices through the serial interface 20, registers events at calendar time of the clock 21 and writes the codes of the current video image in the screen video memory 24. The generator 11 forms the necessary clock series for the microprocessor 10 and the video controller 22. The video controller 22 through the address multiplexor 23 with respect to the scanning of the used video display scans the screen video memory 24 and controls the storage of data in the address registers 25, and the shift registers 26, and through the block for control of the palettes 24 switches the mode of displaying the memory of the palettes 28. In this way the character images written in the character generator 29 could be with different number of the colours in the palette with respect to the mode of displaying the memory of the palettes 28 and is possible simultaneous displaying of different in colour composition images. The connected with the input and output ports block for protection of the information 30 stores the information for the condition of the game and the accountancy with a higher reliability against external interference or current rushes, as this block does not require the presence of power supply. As is shown on figure 3A the managing controller executes the algorithm of a conventional poker machine given with a block diagram having three phases: background cycle, main game, and doubling the winnings. The first phase is the passive background cycle of the game in which is monitored for the presence of credit, payment, and choice of a stake. The beginning of the background cycle is a check of block 31 "Is there a credit?", if "no" passes to block 32 "Demonstration screens" consisting of advertising slogans and demonstration deals which explain to the player the rules of the game and afterwards goes back to the beginning. If there is an entered credit, is continued to block 33 "Is there payment?" and is checked whether the payment button is pressed, if "yes" in block 34 "Nullifying the credit" is nullified the present credit of the game and is going back to the beginning of the background cycle. If "no", is continued to block 35 "Choice of stake?" in which is checked whether the button for choosing a stake is pressed, if "no" block 36 is skipped. If "yes", in block 36 "Next stake" a next stake is chosen out of a previously entered sequence of values. Next is a check of block 37 "Start of the game?" which is initiated by a start button of the play panel, if "no", goes back to the beginning of the background cycle, if "yes", goes to the second phase of the game. The second phase of the game is called main game and consists of block 38 "First deal" of five cards drawn in a random way from a pack of 53 of 54 cards (52 plus 1 or 2 jokers) and on the screen of the video display is shown a field of five cards, table of the winnings, a field with the current stake and credit, and a field with the additional bonuses. Next is block 39 "Keeping of cards" in which the programme monitors the condition of five respective to the cards play buttons with the help of which are kept the non-kept cards or automatically are vacated the kept by the programme cards. Next is block 40 "Are all the cards kept?" in which is checked whether all five cards are kept, if "no" is passed to block 41 "Second deal" in which are changed the not kept cards. If "yes" block 41 is skipped and a check is done in block 42 "Is there a winning?", if "yes", is passed to block 43 "Doubling the winnings" which is the third phase of the game and is examined in detail in figure 3B. If "no", goes back to the beginning of the background cycle which is done after the third phase "doubling of the winning" as well. DOUBLING THE WINNING The process of doubling the winning in the conventional poker machines is expressed in the possibility the player to guess whether the next card of the pack will be big/small or red/black. In case of success the current winning is doubled, otherwise the won till the moment money is lost. The doubling of the winning is organised in steps, i.e. after every step of a successful doubling the winning is given the possibility for a new step of doubling or loss of the won up to the moment money and termination of the mode for doubling the winning. The steps for doubling are an end number and as a rule for the last step a bonus is given, i.e. amount bigger than the doubled winnings after the step before the last. The bonus is given with the aim the player to be challenged to risk and double more times his or hers winnings. A disadvantage of the shown way for doubling the winnings is that the player is not required to have certain skills in the process of the game and the interest towards such type of a game is lower. In the described in figure 3B method for doubling the winnings are introduced several new mechanisms aiming to increase the attractiveness of the game. On one side this is the possibility the player to move one step forward or backward on the scale not by guessing the cards but by balancing the money between credit and winnings. On the other side is introduced an additional bonus for the player if in guessing the cards in the double their sum is winning according to the rules of the game Black Jack. The movement one step forward on the scale is introduced aiming to give an opportunity for the player to reach the next step not by guessing the card but by paying out of the credit the amount necessary for that step. In this way the player increases his or her stake at the expense of which is given the possibility in a next guessing to win more money. The movement one step backwards on the scale is introduced aiming to give an opportunity for the player to take half of the won amount of money and the other half to stake for a new doubling. The bonus Black Jack in the doubling is expressed in that, if the sum of the guessed till the moment cards is 21 the player is given a free step, i.e. the winning is doubled without having to guess cards. The process of doubling the winnings, shown on figure 3B, starts with nullifying the step limiter and the Black Jack sum 44. The step limiter is a marker that forbids the player after a step forward without guessing to go back down the scale, and as well nullifies the Black Jack sum. Otherwise the player could by repeating a step forward and backward to wait till the appearance of a Black Jack and practically assure a guaranteed winning without staking any money. On the screen is shown a card turned face down 45 and is offered to the player to guess whether it is red or black. In that moment the player could undertake one of the following four actions: - to move forward on the scale of winnings without guessing the card by paying the necessary amount for this step from his or her credit 46; - to move backwards on the scale of winnings by taking half of the winnings up to that moment and staking the other part for new doubling 54; - to try to guess whether the card is red/black and in case of success to double his or her winnings and in case of failure to lose his or her winnings up to that moment 60; - to take the winnings up to that moment without risking more 78. In realising one step forward 46 is checked whether that step is not the last as the last step leads to a bonus bigger than the doubled winnings 47. If so such step is not allowed and a new action of the player is expected. A step forward is not allowed if the player does not have enough credit for realising that action 48 as well. If all conditions for realisation of the step forward are fulfilled from the credit is taken out an amount equal to the won up to that moment money 49 and the winnings of the player is doubled at the expense of that amount 50. The step limiter 51 is put in such a way as to block the possibility for a backward step before the current step. Nullified is the Black Jack sum 52 so that the new summing to start from the next card and is passed to the next step 53. In realising a step backwards 54 is checked whether the step limiter 55 is not reached, and if so the action is rejected. Otherwise half of the winnings is taken by the player 56 and the remaining half is given for new staking 57. Because in a backwards step the last guessed card is hidden from the screen is necessary a recalculation of the Black Jack sum in keeping with the rest cards 58. The step is reduced 59 and is given the opportunity for a new doubling of the winning. In case of guessing red/black card 60, the card which has been face down is turned faced up 61 and is checked whether the player has guessed its colour 62. If the player has not guessed the accumulated up to that moment winnings are nullified 63 and the process for doubling the winnings ends 67. If the player has guessed is checked whether the current step of doubling is the last 64. In case of guessing the last step the player wins a bonus 65, which is added to his or her credit up to that moment 66 and the process of doubling the winnings ends 67. If the step is not the last the winnings of the player is doubled 68, the Black Jack sum is recalculated 69 and is checked whether it is lower than the winning value 21 (70) . In case that the sum is lower than 21 there is not Black Jack and is passed to the next step 77. Otherwise is checked whether the sum has not exceeded the winning value 21 (71) . When this happens the player "drops out", i.e. the Black Jack sum is nullified 76 and starts new summing of the next card. If the Black Jack sum is exactly 21 the player wins a free step, i.e. the winning is doubled without having to guess the card. The step is increased automatically 72 and the next card appears with a face turned up without the interference of the player 73. If that has been the last step 74 the player wins a bonus 65, which is added to his or her credit 66 and the process ends 67. If the step is not the last the winnings of the player are doubled once more 75, new summing of Black Jack starts from the next card 76 and is passed to the next step 77. When the player decides not to risk more and to take his or her winnings 78 the won up to that moment amount is added to his or her credit 79 and the process of doubling the winnings ends 67. An advantage of the described method is that it gives the opportunity to the player in any moment to take polivariant decisions depending on the development of the game. For example, if after successful doubling the guessed card turns out to be an ace the player could take a decision and double once again, since if the next card turns out to be knave, queen, king, or joker Black Jack will be formed and he or she will win not two but four times bigger sum. If the next card turns out to be small the player could decide to go a step backwards taking in this way part of the winning keeping the opportunity to get Black Jack in a next doubling. The possibility for development of such strategies increases the interest of the players and is a challenge to their skills. Appendix: 4 figures Literature: 1. UK Patent Application GB 2 216 322 Video game machine

Claims: CLAIMS 1. Game machine, comprising a managing controller, to which respective inputs are connected the outputs of play buttons panel, control organs, block for credit and payment, and power supply block, and the respective outputs of the managing controller are connected to indication lamps, mechanical counters, and the information input of a video display. The managing controller executes a poker play with a following doubling of the winnings in consecutive steps by guessing the colour of a card turned face down. It is featured by the fact that the controller provides in the process of "doubling the winnings" change of the stake in every step excluding the last, where a special bonus is provided. 2. Game machine, according to claim l, featured by the fact that the change of the stake in givene steps is executed by adding a particular amount from the credit to the winnings, formed up to that step, and is passed to the next step without guessing the card. 3. Game machine, according to claim 1, featured by the fact that the change of the stake in a given step is executed by extracting a partical amount from the winnings, formed up to that step, and adding it to the credit and is passed to the next step. 4. Game machine, according to claim 1, featured by the fact that the managing controller in the process of doubling the winnings sums the guessed cards according to the rules of the game Black Jack and in case of a winning combination gives an additional bonus. 5. Game machine, according to one of the claims from 1 to 4, featured by the fact that the managing controller comprises a block for protection of the information from external interference or current rushes which block is with a power supply of its own and in which is done a transaction for every step of the game. 6. Game machine, according to one of the claims from 1 to 5, featured by the fact that the managing controller comprises a block for palettes control allowing a variable number of the colours in the palettes for the different elements of the image of the video display.

Inventors: ALEKSIEV NIKOLAJ ASENOV, DAKOV STEFAN DIMITROV, GRIGOROV GRIGOR NIKOLAEV, HITOV HITKO GECHEV, MILOSLAVOV MILOSLAV SLAVCHEV, RADUCHEV PETAR STEFANOV, ALEKSIEV, NIKOLAJ, ASENOV, DAKOV, STEFAN, DIMITROV, GRIGOROV, GRIGOR, NIKOLAEV, HITOV, HITKO, GECHEV, MILOSLAVOV, MILOSLAV, SLAVCHEV, RADUCHEV, PETAR, STEFANOV
Applicants: MILANOV VALENTIN MIHAJLOV, MILANOV, VALENTIN, MIHAJLOV
Application year: 1996
Main classification: G07F17
IPC codes: G07F17