"Apparatus for Plavina a Game"This invention relates to apparatus for playing a game, and relates more particularly but not exclusively to a gaming or amusement machine for enabling simulated playing of a plurality of games simultaneously.
Proposals have been made for amusement machines to play (or simulate the playing of) a game of cards, the cards being the conventional 4-suit, 52-member pack.
However, such machines enable only a single game, or one hand of player's cards, to be played at a time. It is known in casinos for the casino-employed dealer (acting in the capacity of banker) to deal and play against a player (gambler) upon the basis of several card hands simultaneously.
The present invention provides apparatus for playing a game, comprising a processor; a display, a memory, and input means, each connected to the processor; and means for generating random or pseudo-random numbers; the processor being responsive to a predetermined signal from the input means to utilise the random or pseudo-random numbers to select, from predetermined symbols defined in the memory, a plurality of sets of symbols and to cause said sets of symbols to be displayed on the display to enable the user to play the game using at least one of the sets of symbols.
Thus, the invention allows a multi-hand card gaming procedure to be simulated.
In its preferred forms, the invention provides a credit-operated gaming or amusement machine, the credits being in the form of coins, tokens, or a credit/cash card. The machine simulates the game known variously as pontoon, blackjack, vingt-et-un and twenty-one. The player can play a number of hands against the bank, with facilities for hands being "folded" and for the bank's hand to be partially displayedAn embodiment of the invention will now be described by way of example, with reference to the accompanying drawing wherein::Fig. 1 is a schematic perspective view of theexternal features of an embodiment of amusementmachine in accordance with the invention;Fig. 2 is Fig. 1 modified to depict thecoin-handling internal structure of the machine;Fig. 3 is Fig. 2 modified schematically to depictthe functions of the machine;Fig. 4 is a block circuit diagram of the centralprocessing unit (CPU) depicted in Fig. 3; andFig. 5 is a schematic depiction of variousdisplays of the machine.
Figure 1:EXTERNAL FEATURES OF A TYPICAL COIN-OPERATED AMUSEMENTMACHINE.
1. THE DISPLAY WINDOW. This window formed by the artwork encloses the display. In this machine a video display (CRT) is used. In other possible types of amusement machines, reels are used.
2. THE ARTWORK. This is usually screen-printed perspex or glass which contains graphics showing the title of the machine, and often is used to illustrate features, winning combinations and instructions for the game. It is often backlit by fluorescent tubes and/or filament bulbs which are usually under the control of the CPU.
3. THE BUTTON/SWITCH PANEL. This usually contains illuminated push buttons or other forms of actuator, to allow players to choose the required options during the course of play.
4. THE COIN MECHANISM. A device to allow insertion of coins, tokens, or cash/credit cards as payment for playing the machine.
5. THE PAYOUT TRAY. Here prizes, usually coins or tokens, are delivered.
6. THE LOUDSPEAKERS. Used to add an audible dimension to the machine.
Figure 2:THE TYPICAL COIN-HANDLING STRUCTURE 7. THE CREDIT/PRIZE RESERVOIR. Coins entered into the coin mechanism fall into a reservoir where they accumulate.
8. THE PAYOUT DEVICE. As prizes are won the payout device delivers the coins, drawing from the reservoir 7.
9. THE OVERFLOW/CASH BOX. Given sufficient plays and the correct payout ratio, the reservoir will fill-up until it physically begins to overflow. When this occurs coins will be delivered into the cashbox.
Figure 3:THE INTERNAL WORKINGS OF THE MACHINEThe Central Processing Unit (CPU)The machine is controlled by CPU or 'black-box' 10.
Herein lies the heart of the machine, namely the instructions or program to control the nature and operation of machine. The CPU 10 is connected as follows: a. COIN MECHANISM. Upon validation of credits signals are sent to the CPU.
b. RESERVOIR. As coins join the coin reservoir 7, sensors indicate to the CPU the levels attained, which allows the program to physically detect for excessive or low payout ratio.
c. PAYOUT. Upon prizes being won, they can be collected by the player, this being achieved by the CPU activating the payout device 8.
d. VIDEO. The display (see Fig. 5) seen on the screen is generated by the CPU 10.
e. SWITCHES. When the player presses a switch, a signal is sent to the CPU 10 so that the appropriate response can be taken.
f. AUDIO. To add a further dimension to the game, sound effects are generated inside the CPU 10 which drive the loudspeakers 6 to make sound effects audible to the player (and usually also to other persons in the vicinity of the machine).
g. LAMPS. Situated behind the artwork 2 are lamps which can light up features to add a further dimension to the game, these being driven under CPU control.
Figure 4:THE CENTRAL PROCESSING UNITThe central processing unit (CPU) 10 may be of any suitable type which enables the functions described to be carried out. A preferred form is shown in Fig. 4 and is briefly as follows: 1. PROGRAM/INSTRUCTION STORE. In order for the master-processor to work it must receive a list of instructions, these instructions being known collectively as the program. This program is the item which ultimately determines the characteristics of a machine. The program is usually contained within an integrated circuit ROM (Read-Only-Memory) 11.
2. MEMORY DEVICE. In order for the program to run it must be able to handle information entering the CPU from the outside world. The information about the number of credits entered, the prizes held in the bank, which lamps to drive etc, cannot be dealt with by the MPU at the same time so it is necessary to store this in memory, this memory usually being a RAM (RandomAccess Memory) 12. The program can then access the information when it is required.
3. MASTER PROCESSING UNIT (MPU) 13. This is the very heart of the CPU 10 and the machine. It reads electronic instructions from ROM 11 and information from RAM 12, and then acts on the instructions to activate other sections of the CPU 10, for example to light lamps, play tunes, change the display, pay out coins etc.
4. VIDEO DISPLAY GENERATOR (VDG) 14. This is a specialised device, its function being to take data stored in the RAM 12, translate it using the information in the Graphics Store and generate a signal to drive a video (CRT) display (see Fig. 5).
5. GRAPHICS STORE (ROM) 15. In a similar way to the program store, this device holds 'instructions' which translate data into a form usable by the VDG 14 to generate a display.
6. INTERFACE ELECTRONICS 16. The MPU 13 is incapable of driving high energy devices such as lamps, payout devices etc by itself so it uses an interface. Also the interface is used to convert inputs in a form readable by the MPU.
7. RANDOM NUMBER GENERATOR 17. This device simply generates random or pseudorandom numbers, for use in the program.
Figure 5:COMPENDIUM OF FEATURES ON THE DISPLAYThe machine has four buttons on its front panel.
1. STICK 2. TWIST 3. GOOD MOVE? / DEAL (Combined functions) 4. FOLD / COLLECT (Combined functions)DESCRIPTION OF GAME AND IMPROVEMENTS OVER PRIOR ART:Blackjack/Pontoon/Twenty-One AWP Card GameWorking title THREE SEVENSBlackjack/Pontoon is probably one of the most popular card games played around the world. It is certainly the most popular card game played in gambling casinos.
Along with the fame of poker it is the only card game that has been translated with any 'success' into an amusement-with-prize machine, these machines usually utilising video-based technologies rather than the more traditional reels seen on today's AWPs.
In casinos the game is played on a table with a number of playing spaces or stations where individuals may sit and play against the dealer. However past blackjack machines have allowed only a one-to-one method of play, where a single hand is 'dealt' to the player and this is played against the machine/dealer. It is probable that the players feel hard done by when they lose. An emotion caused by their natural suspicion of the internal workings of the machine, and the fact that the dealer plays his hand after the player has completed his. To make a successful blackjack AWP this sense of being cheated must be obviated.
In the traditional casino game, despite the fact that an individual may lose with his hand, it is common for somebody else playing at the same table to win with their hand. Therefore the player feels his luck is out rather than that he is being cheated, indeed it is common practice for players to play more than one hand if vacant playing spaces are available at the table.
The essence of amusement machines is to amuse rather than to allow pure gambling, so to increase the player's enjoyment of a 'v-ideo-based' blackjack game it was decided to try to improve things by simulating the casino style of play, so that a player could, if he so wished, play games in parallel, rather than sequentially. Despite the fact that he will win no more money than if he played the games sequentially, he will hopefully get a greater sense of achievement.
Also as a commercial consideration playing games in parallel would achieve a far higher percentage payout and still make the same profit as 'linear' (one game at a time) amusement machines.
Upon insertion of monies/credits sufficient to give at least one game, the machine exits an 'attract' mode.
The amount of money required is termed the 'price of play' or 'stake'. The number of games the player has paid for is displayed on the screen, along with any credits he may have won in previous rounds and accumulated in the bank.
The machine, or as it is termed, the 'dealer' then deals (or more precisely, visually symbolises the dealing of) two cards, in rotation, to each of the 'games' and also to itself, the dealer's second card being dealt face-down. The program detects the number of credits and the cards are dealt face upward or downward according to the number of hands (i.e. games) that are to be active.
eg. with 10 credits = 5 face-up hands5 credits = 5 face-up hands3 credits = 3 face-up and 2 face-down hands2 credits = 2 face-up and 3 face-down hands1 credits = 1 face-up and 4 face-down handsIt is possible to insert further credits during the course of play as this occurs, such that previously inactive games become active, and the display changes to reflect this. For example, if a player inserts three credits1 three face-up hands are dealt, he could play the first game, decide to insert a further credit at which point the fourth set of cards would turn over.
It should also be noted here that each of the 'games' is drawn from a separate pack of 52 cards. This is done to prevent any game from obtaining an advantage or disadvantage over the other games, since if all cards were drawn from a single pack, the odds of drawing cards in later games will depend upon the cards drawn in earlier games thus forming a link between games. In casinos, for example, four or more packs of cards are shuffled together to reduce this effect.
Another feature of the game-is the ability to fold hands, this is described later. To illustrate when the hand has this option, a small 'dust-bin' symbol appears under the cards.
Once the deal is complete and each game has received two cards, then the player plays each game in turn, beginning with the leftmost set of cards. They are first enlarged and the player then attempts to build a hand with a total of 21, or as near to 21 as is possible without exceeding 21. An Ace counts 11 or 1 at the holder's discretion, a court card (King, Queen,Jack) counts as 10, and other cards count at their pip value. The total for the current hand is shown above the cards, and if the hand contains an ace the figure shown alternates between the two possible values providing they do not exceed 21.
As each game is played in turn, the player can either stay put with the cards he has got (STICK), or go on drawing cards (TWIST) until he is satisfied with his total. The good player will be guided by the value of the dealer's exposed cards as to whether or not he should take another card or cards. This is because the eventual winner will be decided by which is better the player's hand or the dealer's hand. If the hands are equal, then the dealer wins.
To 'assist' the player a feature called 'Good Move?' has been incorporated into the machine, this feature prompting the player as to the recommended course of action, taking into account the cards he holds and what the dealer shows. Obviously this feature will not advise the player to fold a hand! This feature is not guaranteed to build the best hand, but helps the novice player by example. The player can simply take the 'Good Move?' by using a single button.
To work the 'Good Move?' uses a set of general rules, as follows:If the player's hand has two cards, neither of which is an Ace,adding up to 17, 18, 19 or 20 he will be ill-advised to draw, whatever card is held by the dealer, because his chances of busting (exceeding the upper limit of 21) if he does so are obviously at their strongest. (There are four times as many cards counting 10 in the deck of 52 cards as any other number).
With a total of 13, 14, 15 or 16, the player's best action should invariably be to stay put when the dealer's face-up card is 2, 3, 4, 5 or 6. On the other hand, when the dealer shows any other card, he should go on drawing until his total reaches 17 or more. This is because when the dealer's turn comes to draw more cards, he has to play to fixed rules. He may not stay put on less than 17 and must stay put if he reaches that figure or higher. So with the dealer being on a sticky wicket, particularly when showing 5 or 6, the player should play safe, and hope that the dealer's hand will bust (exceed a total of 21).
With a total of 12 the same rule applies, except that it now becomes slightly better odds for the punter to draw just one card when the dealer shows a 2.
With totals less than 12 it is advisable to draw further cards, and use the rules above.
When the first two cards contain an Ace, it is counted as 1 rather than 11, unless by counting it as 11 it reaches 18 or more, when the dealer show is less than 9; 19 or more, when the dealer is showing a 9; or 20 or 21, when the dealer is showing a 10.
Special Considerations:If the player holds two cards, both of which are 7's then the player is advised to twist, since he has good odds that he will achieve the 'three sevens' hand.
If the player holds four cards with a total of 16 or less, he is advised to twist (draw another card), since he has good odds of achieving a five-card trick or better still a five-card hand totalling 21.
Another choice that a player may have is the 'FOLD'.
This feature is randomly given and allows the player to throw in his cards, if he wants to, at no cost. This allows the player to discard potentially poor hands.
If he does not throw in his cards and plays them, a credit is debited from the displayed game bank.
After the dealer has dealt with every requirement from the player for extra cards for the individual games he proceeds to complete his own hand. His own play is automatic and cannot be varied. He must go on drawing until he reaches a total of 17 or more, or goes bust (exceeds 21). He must stand on a 17-point hand which contains an Ace counted as 11.
Should the player better the dealer, credits are paid into the bank, the amount being dependent on the type of win. The bank can be collected at the end of the session.
MECHANISMS OF STABILISING MACHINE OPERATION:In the course of play it is feasible, due to the random nature of any gambling machine, that there may be a sequence of closely spaced wins. If this occurs then it is possible that the prize reservoir may become substantially depleted. If this occurrence is repeated too often then the credits leaving the machine exceed the credits entering the machine, which will of course eventually lead to the reservoir emptying, the machine becomes bankrupt and cannot pay out prizes.
It is of course just as likely that the opposite occurs, when wins are sufficiently spaced that the credits entering the machine exceed those leaving the machine causing the reservoir to fill-up and eventually overflow. This is of course the normal mode of operation of the machine. The credits which overflow into the cash-box can be considered as the profit.
However, if the spacing of wins is too wide the machine can make an unacceptable degree of profit. In fact, it is a requirement that a manufacturer guarantees to.
payout a minimum percentage of the credits entering the machine (usually 70-80%).
In order to prevent these circumstances it is necessary to build in a stabilising mechanism into the program.
The mechanism works by altering the odds on winning.
If a series of closely spaced wins occur, then the odds of winning lengthen, and if a series of widely spaced wins occur, then the odds shorten. Thus, the machine can offer fixed prizes for the various wins and pay them out if those wins occur The stabilisation feature provides a built-in defence against long-term cash flows above or below the above-detailed desiderata.
The detailed programming of the machine has not been described above, as suitable programming will be apparent and can be written in a routine manner. It will also be apparent that other forms of processor and control circuitry may readily be used in carrying out the invention.
The invention thus provides a new and improved game machine presenting the user with a technical effect and playing challenge not known hitherto in the art.
While certain modifications and variations have been described above, the invention is not restricted thereto, and other modifications and variations can be adopted without departing from the scope of the invention.