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Randomness Control for Pearl Pachinko

A game with randomness control is conducted during a series of successively launched balls. The number of balls in a series is always equal to 100. The random sequence of numbers is formed before the beginning of a series. These numbers range from 1 to 200 and a number corresponds to each ball. It determines the event that should occur after a ball is launched. In particular, the number determines where the ball should land in the playing field as a result of its movement along a trajectory. Events that occur during the game depend on random numbers and are determined according to the following table. As you can see from the table, the numbers' value is separated into several ranges. All the numbers that are contained in one range determine the same event.

Number range Event Comment
1-2
+
Winnings are transferred for falling in the bottle, the minislot is launched, the trunk opens and the player receives the jackpot.
Exception. If the number is 2, and the fish hanging over the bottle are not spread apart, then the ball will not fall in the bottle and instead fall down.
3-16
or
Winnings are transferred for falling in the bottle, the minislot is launched but the trunk does not open.
Exception. If the number is between 10-16, and the fish hanging over the bottle are not spread apart, then the ball will not fall in the bottle and instead fall down.
17-25
or
If the upper-left shell is open, then winnings are transferred for falling in the shell. If it is turned over, the ball will not fall in the shell and instead fall down.
26-34
or
If the upper-right shell is open, then winnings are transferred for falling in the shell. If it is turned over, the ball will not fall in the shell and instead fall down.
35-43
Winnings are transferred for falling in the lower-left shell.
44-52
Winnings are transferred for falling in the lower-right shell.
53-72
or
The position of the fish hanging over the bottle changes when the ball falls in the skull.
73-92
When the ball falls in the opening over the upper-left shell, this shell's position changes.
93-112
When the ball falls in the opening over the upper-right shell, this shell's position changes.
113-200
The ball falls down.

In this manner, all game events planned for the series are formed in advance. Nevertheless, the player can change the planned events before each regular ball launch by entering a so-called corrective shift.

When the game session starts, the first random sequence of numbers is created automatically. A game with randomness control is conducted with the help of the panel that is located in the upper part of the game window:

The 1 button is used to receive reference information. In field 3, the player can see the checksum of sequence, computed according to the SHA-256 algorithm. Using the 2 button, this checksum can be copied to the clipboard. In field 6, the number of balls used in a series is shown.

Let us assume that the player begins the game and launches 10 balls. When the game concludes, the number in field 6 decreases by 10. In this manner, this field shows the number of balls remaining until the end of a series. At that moment, the 7 button becomes active:

If the player wants, he can press the 7 button to abort the current series, conclude it prematurely and check the game results. He can do this at any point until the series is completed.

Before each regular game, the player can change the numbers in the sequence. For this purpose, the player uses field 5 to define a shift - a number ranging from 0 to 199. The shift is used for the correction of the planned numbers and corresponding events. Namely, the number, which is actually used in the game (1-200), is calculated in the following way: the shift is added to each number from a random sequence. If this sum is higher than 200, then 200 is subtracted from the sum.

Example. The random sequence of the first five numbers is: 128, 15, 200, 151, 175. The shift entered by the player is 50. The first five balls in the game will use the following numbers: 178, 65, 50, 1, 25.

When the current series is completed (or if the player aborted the series by pressing the 7 button), the next random sequence of numbers is formed automatically. For example, assume that, after a launch of 10 balls where the player did not abort the series and continued playing, he then launched 100 balls. The series concludes after the 90th ball, after which a new sequence of random numbers is created. The last 10 balls from the launch correspond to the second series. After the launch, the checksum of the new sequence will appear in field 3, and the number of balls remaining in the current (second) series will be shown in field 6. At that moment, the 4 button is activated, and the player can use this button to check the results of the just finished series:

After pressing the 4 button, a new window opens where the player can see complete information about the entire sequence of numbers formed before the start of the series. He can now confirm that, with regard to shifts, it strictly corresponds to those numbers that were used in the actual game. The information about the sequence appears as a text line, for example:

balls: 43, 48, 181, 136, 127, 193, 74, 53, 68, 186, 131, 4, 1, 160, 133, 63, 41, 136, 99, 107, 53, 146, 107, 82, 149, 69, 17, 156, 139, 190, 193, 52, 60, 162, 41, 152, 31, 134, 83, 195, 32, 176, 105, 20, 77, 120, 25, 137, 135, 147, 75, 169, 195, 128, 193, 129, 62, 74, 36, 65, 137, 188, 189, 194, 109, 94, 23, 170, 74, 171, 158, 170, 173, 123, 144, 193, 159, 43, 58, 150, 85, 167, 197, 160, 164, 108, 1, 48, 1, 160, 114, 114, 176, 166, 117, 4, 89, 113, 30, 142;
server code word: 3ed17275794be8e302aee2c63823cbf7

After the word balls, the player can find the numbers that were supposed to be used in the game (without considering corrective shifts). After the words server code word, there is a random key phrase that is formed by the server for casino safety.

By clicking on the Calculate checksum button, the player will see the checksum for the text information mentioned above. The player can then compare this checksum to the one received at the beginning of the series, when the random sequence of numbers was formed. The fact that these two sums correspond proves that the game used the same numbers that were created at the start.

If the player chooses, he can view information about all sequences of numbers that were created during the current game session. He can scroll through them using the previous and next buttons.

When the player wants to finish the game and presses the Exit button, the game session will be closed, and if his sequence of numbers was not finished, all the data will be lost. If the player wants to continue the game with that particular sequence, he should postpone the session using the standard way of closing the window (with the close button in the upper-right corner). When he renews the session, he can resume the game with the previous sequence.

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