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PLAY OF GAME
When the words "GAME OVER" are on the screen, the machine is ready for a new game. If the player
has credits, he pushes the bet button to bet them. If not, the player must insert coins. If the message
"INSERT COINS" is on the screen, then player must use coins; at all other times, coins are rejected. A
flashing message such as BET 1 or BET 1 TO 8 indicates row many coins can be bet on each hand.
When the bet limit is reached or the player pushes the Deal/Draw button, the machine deals the initial
five cards. When the deal is completed, the player is prompted by messages appearing sequentially
below the cards to either, discard, stand, or draw.
To choose the cards he wants replaced, the player uses eight buttons: the five Discard buttons, the
stand button and the Deal/Draw button. The Discard buttons are used to get rid of cards. If the player
wants to replace a card, he pushes the Discard button under the card, and the card disappears from
view. The cancel button is used to bring back the discards if the player changes his mind or makes a
mistake. The Draw button can be used in two ways:
• If the player has discarded no cards, the Draw button will discard all five cards and the draw will
replace them all.
• If the player has discarded cards, the Draw button will replace the cards specifically discarded by
the player.
The Stand button is only recognized when are are no discards; the player uses it to keep all five cards.
When the draw is completed, the machine decides whether the player won or lost. If the player lost, then
the “GAME OVER” message appears again and the machine is ready for a new game. If the player won
the payout will begin, unless Double Up is enabled.
DOUBLE UP
If Double Up is enabled when the player wins, the message “PUSH DOUBLE TO FIND OUT HOW TO
DOUBLE WIN, OR PUSH TAKE TO TAKE WIN” The player may play Double Up, or he may take his
winnings. If he wants to play, he pushes DOUBLE, otherwise he pushes TAKE
Manual For Poker Version 23.9 Page 2
At the beginning of the Double Up game, a turned-over card appears at the left of the screen, and the
rules of Double Up are shown in the middle of the screen:
*PUSH BIG"…
A,K,Q,J,10 9 WINS.
PUSH SMALL
2,3,4,5,6,7 WINS
When the player pushes BIG or SMALL , the rules are erased. The card is turned over and the word
"BIG" or the word "SMALL" appears next to the card, indicating how the player bet. if the player be
incorrectly, a sympathetic little tune is played, the message “GAME OVER” appears, and the machine is
ready for a new game. However, if the player bet correctly, the payout sequence begins to payoff the
doubled winnings.
Manual For Casino Poker Version 23.9 Page 3
PAYOUT PROCEDURES
When the player wins, the machine uses these rules to payoff the player:
1. If the player has no credit and the payoff is 8 or less, time total will be paid in coins.
2. If the player creditor the payoff is 9 or more, the total will be paid in credits. If in the process of
paying credits the player’s credit reaches CRMAX, the remaining
payoff will be paid in coins.
3. However, if the payoff is 800 or more, only about 400 will be paid in coins and the remainder will
be paid by the attendant.
Player's
0 8 8 coins
(Rule 1)
1 8 8 credits
(Rule 2)
395 8 5 credits
3 coins
(Rule 2)
220 coins
480 hand-paid
(Rule 3)
The machine will pay in coins up to 439 coins in such a that the amount paid by the attendant is a
multiple of 40 coins. In the last example, the machine would have stopped at 200 credits and 200 coins,
but that would have required the attendant to pay:500 which would involve paying the player 12 rolls of
quarters and 20 loose quarters. The machine instead stops at 220 coins; the attendant only has to pay
the player with 12 rolls of quarters.
Manual for Casino Poker version 23.9 Page 4
Coin-in
If the coin-in switch is closed for more than 7 ticks, the machine will lockup, while flashing “STUCK COIN-
IN" and sounding the siren continuously. This all will stop after 20 seconds or when the door is opened
and closed, whichever occurs first.
If a coin comes in within 120 ticks of turning the lockout off or within 15 ticks of turning it on, it will be
added to the credit meter. The machine will make a high-pitched tone when this happens.
Coin-Out,
If the coin-out switch remains closed for more than one quarter second the message "STUCK COIN-
OUT" will start to flash on the screen. Also, a sound like a “European siren" will play every ten seconds.
The game will be suspended until the upper door is opened and then closed.
If the coin-out switch closes when the hopper is off, the message "COIN OUT?” will start to flash on the
screen. The siren will be sounded every ten seconds until the upper door is opened and then closed.
Hopper Empty
If a payout of more than 8 coins is being attempted after the player pushes TAKE SCORE, and no coins
come out of the hopper for 6 seconds, then an error condition exists. If the hopper register contains less
than 50, then the condition flashed on the screen will be "HOPPER EMPTY” lf the hoper register contains
50 or more, then the condition will be called ’”HOPPER TIME-OUT”‘. The condition name will flash on the
screen with accompanying siren every ten seconds until the Hand Pay button is depressed (see "Hopper
Fill?).
Hopper Fill
The Hand Pay button may be used anytime the “GAME OVER" message is shown in order to view and
alter the contents of the hopper register. The button is also available when there is a hopper-empty
condition. When the button is pressed, the hopper register contents are displayed on the right side of the
screen just above the "INSERT COIN' message. The Discard 4 and 5 buttons may be used to increase or
decrease, respectively, the value of the register until the door closes. If increasing the value of the
register would make it exceed 1024, the register is set to 0. If decreasing the register would make it
negative, then it is set to 1023. Also, if either Discard 4 or 5 is held down, the button will operate ten times
per seond.
lf the hopper is empty message was flashing, then 400 will be to the value of the hopper register as
soon as the hopper fill button is pushed.
If either hopper is empty or hopper-time-out is the case when the hopper-fill button is pushed, the
message stops flashing and remains on the screen. The message is erased when the door is closed.
Manual For Casino Poker Version 23.9 Page 5
HOPPER DUMP
As a check of the hopper system, the contents of the hopper may be dumped holding down both the
hopper-fill and the collect buttons, simultaneously, The hopper dump will run until the collect button is
released or until the hopper register reads zero, whichever occurs first. If there are coins remaining in the
hopper even though the hopper register is zero, then the hopper register must be set to an number large
enough to allow the dump to release the remaining coins.
HOPPER REGISTER
This internal register is used instead of the weight switch to control to control the diverter. By keeping the
hopper register accurate, the diverter will behave properly, and the hopper will usually have enough coins
in lt.
CREDIT RESET
A credit reset has been installed for those times when it be desirable to reset the player's credits. When
the hopper register is displayed, the credits may be reset by pushing both the COLLECT and CANCEL
buttons. The credit display will immediately change to zero when this happens.
Manual For Casino Poker Version 23.9 Page 6
DISPUTE DISPLAY
The dispute display. Is invoked with the dispute button and exited with the bet button
The credit and the wager are shown, in the upper left hand corner of the screen. The credit is the number
of credits shown on the credit meter when the deal button was pushed to begin the game. The bet shown
is the total of coins and credits bet. If any credits were bet the display shows:
CREDIT
300
AFTER
HAVING
BET 30.
CREDIT
BET 30.
In other words, "AFTER HAVING BET" indicates that the player bet scome credits.
The player’s hand fills most of the right half of the screen. The upper five cards are the original hand. If a
card was discarded, it will be labeled 'DIS' at its upper—right corner. Its replacement will be shown,
directly below the card.
If the player played Double-Up, the card dealt will be shown, on the left side of the screen, and the word
‘BIG’ or 'SMALL’ will show what he wanted the card to be.
The accounting data for the game is shown in the lower left corner of the screen. The display shows the
PAYOFF, the amount of credit paid, the number of coins paid, the amount of any hand pay, and the total
number of credits collected since the game ended. Where the credit is involved, the player‘s current
credit can be derived by adding "CREDIT PD' to ’CREDTT’ and subtracting 'COLLECTED'. This is the
case no matter how many separate collect runs are done by the player. If all the numbers normally shown
in the lower-left corner would have been zero, none are displayed.
During this mode, the bet button blinks as a reminder that the bet button is used to exit the mode.
Manual For Casino Poker Version 23.9 Page 7
PROGRAM CHECKSUM
The machine generates a checksum of program memory about once every two; seconds. This checksum
is compared to the correct checksum. lf the two do not match, the machine will stop operation. So that
there is no question as to why the machine has stopped, the machine clears the screen and places a
question mark in the very center of the screen. If the machine is powered down and powered up again,
the checksum will be recomputed and rechecked,
Diagnostic Mode
The machine has a diagnostic mode may be entered, when the game is over, by depressing the TEST
switch located inside the top door. This mode begins with a check of screen memory which causes
peculiar patterns to appear briefly on the screen. If the screen memory check fails, the ‘sympathetic tone’
will be played and the machine will show a grid on the screen. Otherwise, a set of 24 digits, arranged 6
across and 4 down, is displayed on the screen. this is the button test pattern. The digits are zero for open
switches, and one for closed switches. Each digit corresponds to one button
Also, DISCARD 4 will turn on the diverter, and DISCARD 5 will turn on the
lockout .
Manual For Casino Poker Version 23.9 Page 8
Just below the button grid, the Double-Up in meter is displayed. This number is the number of coins that
were won in poker hands and then bet on a Double-Up card
To leave this part of diagnostic mode, there are two options: To have the machine display a grid for
checking the CRT, hold down only DISCARDS 1, 2 and 5. To return to the game from the grid display,
push the DRAW button. To return to the game straight from the button test pattern, hold down DISCARD
1, 2 and 3. Upon leaving the button test pattern, a little tune plays to show
that the sound system is working.
If desired, the coin-in and coin-out systems may be tested during the CRT grid display. During the grid
display, the lookout is turned on. If a coin comes in, a coin will be paid out of the hopper
Dipswitches
The maximum amount of credit the player may have is set from dipswitches 1 and 2
1 2 CRMAX
The maximum wager on the poker game is set frOm dipswitches 3 and 4:
3 4 BETMAX
open open 5
closed open 10
open closed 40
closed closed 80
Manual For Casino Poker Version 23.9 Page 9
APPENDIX I
How to do it
3. Clear Credits
Open the door, and push the hopper-fill button. Push COLLECT and CANCEL simultaneously.
Close the door.
4. Hopper dump
Open the door, and push the hopper-fill button. Hold the collect button and push the hopper-fill
button once more. The hopper will run until the hopper register is zero or until the collect button is
released.
6. Coin-in/Coin-out check
Open the door, and push the diagnostic button. Hold down Discards 1, 2, and 5 Insert a coin.
The machine will pay back one coin. When you are finished, push DRAW .
Version No:V23.93
FEATURES:
Supersedes 22.4 and incorporates:
1) Modifications originally tried by Casino Electronics
Which allowed the game to run with Jackpots, as a
progressive jackpot machine, with or without double-up,
and/or cash-only
2) Repairs to certain things to disallow access when door
Is closed.
Incorporates:
1) COPYRIGHT message
2) For HOLDS use v24.0
3) Hopper turn-off timing modification
4) Change to dealing code for power-failure robustness
Uses Discards
Dip Switches:
Credit Limit