U.S. patent application number 11/902166 was filed with the patent office on 2008-03-27 for game system.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Hirobumi Toyoda.
Application Number | 20080076537 11/902166 |
Document ID | / |
Family ID | 39225678 |
Filed Date | 2008-03-27 |
United States Patent
Application |
20080076537 |
Kind Code |
A1 |
Toyoda; Hirobumi |
March 27, 2008 |
Game system
Abstract
A game system includes a main controller that operates to:
control the main display to display an image for providing the
game; store prediction data in accordance with the predictions
input through the prediction input unit provided in the player
terminals; store a plurality of game conditions that define
different conditions for playing the game; select one from among
the stored game conditions in accordance with the stored prediction
data; provide the game to the players under the selected game
condition; and provide an award to a player who wins the game.
Inventors: |
Toyoda; Hirobumi; (Tokyo,
JP) |
Correspondence
Address: |
MCGINN INTELLECTUAL PROPERTY LAW GROUP, PLLC
8321 OLD COURTHOUSE ROAD, SUITE 200
VIENNA
VA
22182-3817
US
|
Assignee: |
ARUZE CORP.
Tokyo
JP
|
Family ID: |
39225678 |
Appl. No.: |
11/902166 |
Filed: |
September 19, 2007 |
Current U.S.
Class: |
463/25 |
Current CPC
Class: |
G07F 17/3288 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Sep 22, 2006 |
JP |
P2006-258105 |
Claims
1. A game system that provides a game in which a plurality of
players participate, the game system comprising: a main display; a
plurality of player terminals that are provided for each of the
players, each of the player terminals being provided with a
prediction input unit that allows the respective players to input a
prediction on a result of the game; and a main controller that is
connected to the main display and the player terminals and operates
to: control the main display to display an image for providing the
game; store prediction data in accordance with the predictions
input through the prediction input unit provided in the player
terminals; store a plurality of game conditions that define
different conditions for playing the game; select one from among
the stored game conditions in accordance with the stored prediction
data; provide the game to the players under the selected game
condition; and provide an award to a player who wins the game.
2. The game system according to claim 1, wherein the main
controller operates to pay out a predetermined number of the game
medium as the award to the player who wins the game in accordance
with a result of the game.
3. The game system according to claim 1, wherein the prediction
data contains award data and game result influence data that affect
the result of the game, and wherein the main controller further
operates to: determine whether or not a predetermined proportion or
more of specific prediction data are stored as the prediction data;
select a special game condition from among the game conditions in
accordance with the determination about the stored prediction data,
the special game condition having game result influence data that
causes the game disadvantageous to a player who made the prediction
corresponding to the specific prediction data.
4. A game system that provides a common game in which a plurality
of players participate; the common game in which the respective
players predict game results and insert game medium; and in which
game medium are paid out according to awards corresponding to a
result of the game, the game system comprising: a prediction input
unit that allows the respective players to input predictions about
the result of the game; a prediction storage unit that stores
prediction data corresponding to the predictions input through the
prediction input unit; a game condition storage unit that stores a
plurality of game conditions for the common game; a game condition
selection unit that selects one from among the game conditions
stored in the game condition storage unit according to the
prediction data stored in the prediction storage unit; and a game
execution controller that controls execution of the common game
according to the game condition selected by the game condition
selection unit.
5. The game system according to claim 4, further comprising a
determination unit that determines the prediction data stored in
the prediction storage unit, wherein the game conditions stored in
the game condition storage unit include award data and game result
influence data that affect the result of the game, wherein the
determination unit determines whether or not specific prediction
data are stored, in a predetermined proportion or more, in the
plurality of pieces of prediction data stored in the prediction
storage unit; and wherein the game condition selection unit,
according to a result of a determination rendered by the
determination unit, selects a special game condition having game
result influence data that causes the result of the game obtained
from the specific prediction data more disadvantageous than the
result of the game obtained from pieces of the other prediction
data.
Description
CROSS-REFERENCE TO THE RELATED APPLICATION(S)
[0001] The present application is based upon and claims priority
from prior Japanese Patent Application No. 2006-258105, filed on
Sep. 22, 2006, the entire content of which are incorporated herein
by reference.
TECHNICAL FIELD
[0002] The present invention relates to a game system that provides
a game in which a plurality of players participates.
BACKGROUND
[0003] In a conventional a game system that provides a game, such
as a horse-racing game, in which a plurality of players
participates by inserting a game medium such as coins, medals and
tokens, each of the players makes a prediction on a result of the
game and inserts a game medium to perform a bet. According to
result of the game, a game medium is paid out to the players who
won on the basis of a predetermined award table and the number of
inserted game mediums.
[0004] A document JP-A-2004-041714 describes an example of such
game system that provides a game in which, when a horse (or a
similar movable object) that is defined to be owned by a player
achieves a predetermined result (for example, winning a horse
race), a special award is paid out to the player.
[0005] However, the game played for paying awards in the game
system is performed only according to a predetermined program
without regard to a result of prediction of a game made by players
and a result of insertion of the game mediums performed by the
players. It is comparatively easy for the players to predict a game
result. Accordingly, there has been awaited a game system that
provides a game in which requires a complicated decision in
predicting the result of the game, thereby causing the players to
enjoy the game to a much greater extent.
SUMMARY
[0006] One of objects of the present invention is to provide a game
system that provides a game that requires a complicated decision in
predicting the result of the game, thereby causing the players to
enjoy a game further.
[0007] According to a first aspect of the invention, there is
provided a game system that provides a game in which a plurality of
players participates, the game system including: a main display; a
plurality of player terminals that are provided for each of the
players, each of the player terminals being provided with a
prediction input unit that allows the respective players to input a
prediction on a result of the game; and a main controller that is
connected to the main display and the player terminals. The main
controller operates to: control the main display to display an
image for providing the game; store prediction data in accordance
with the predictions input through the prediction input unit
provided in the player terminals; store a plurality of game
conditions that define different conditions for playing the game;
select one from among the stored game conditions in accordance with
the stored prediction data; provide the game to the players under
the selected game condition; and provide an award to a player who
wins the game.
[0008] According to a second aspect of the invention, there is
provided a game system that provides a common game in which a
plurality of players participate; the common game in which the
respective players predict game results and insert game medium; and
in which game medium are paid out according to awards corresponding
to a result of the game. The game system includes: a prediction
input unit that allows the respective players to input predictions
about the result of the game; a prediction storage unit that stores
prediction data corresponding to the predictions input through the
prediction input unit; a game condition storage unit that stores a
plurality of game conditions for the common game; a game condition
selection unit that selects one from among the game conditions
stored in the game condition storage unit according to the
prediction data stored in the prediction storage unit; and a game
execution controller that controls execution of the common game
according to the game condition selected by the game condition
selection unit.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] In the accompanying drawings:
[0010] FIG. 1 is a perspective view showing an appearance of a game
system according to an embodiment of the present invention;
[0011] FIG. 2 is a perspective view showing an appearance of a
player terminal of the embodiment;
[0012] FIG. 3 is a block diagram showing an electrical
configuration of the game system of the embodiment;
[0013] FIG. 4 is a descriptive view for describing a table of the
embodiment;
[0014] FIG. 5 is a descriptive view for describing a table of the
embodiment;
[0015] FIG. 6 is a descriptive view for describing a table of the
embodiment;
[0016] FIG. 7 is a descriptive view for describing a table of the
embodiment;
[0017] FIG. 8 is a descriptive view for describing a table of the
embodiment;
[0018] FIG. 9 is a descriptive view for describing a table of the
embodiment;
[0019] FIG. 10 is a descriptive view for describing a table of the
embodiment;
[0020] FIG. 11 is a descriptive view for describing a table of the
embodiment;
[0021] FIG. 12 is a descriptive view for describing a table of the
embodiment;
[0022] FIG. 13 is a flowchart for describing control operation of
the embodiment;
[0023] FIG. 14 is a flowchart for describing control operation of
the embodiment;
[0024] FIG. 15 is a flowchart for describing control operation of
the embodiment;
[0025] FIG. 16 is a flowchart for describing control operation of
the embodiment;
[0026] FIG. 17 is a descriptive view for describing a display
screen of the player terminal of the embodiment;
[0027] FIG. 18 is a descriptive view for describing a main display
device of the embodiment;
[0028] FIG. 19 is a descriptive view for describing the main
display device of the embodiment;
[0029] FIG. 20 is a descriptive view for describing the main
display device of the embodiment;
[0030] FIG. 21 is a descriptive view for describing the main
display device of the embodiment;
[0031] FIG. 22 is a descriptive view for describing the main
display device of the embodiment; and
[0032] FIG. 23 is a descriptive view for describing the main
display device of the embodiment.
DETAILED DESCRIPTION
[0033] A game system will be described hereunder by reference to
the drawings.
[0034] FIG. 1 is a perspective view showing an appearance of a game
system 1 according to an embodiment of the present invention. The
game system 1 is a so-called large-scaled gaming machine that
provides a game in which a plurality of players participate. The
game system 1 is provided with a main unit 20 defining a game area
having substantially rectangular shape, and a plurality of player
terminals 30 arranged in the game area 21.
[0035] The main unit 20 includes: a main display device 22 arranged
along one side of the game area 21; four speakers 23 arranged at
corners of the game area 21; and a main controller 80 that controls
the main display device 22 and the speakers 23.
[0036] The main display device 22 displays an image in accordance
with image data output from the main controller 80. The main
display device 22 may preferably be a large-sized display device,
such as a large-sized monitor device or a large-sized projection
display device.
[0037] Each of the player terminals 30 is placed in the game area
21 to orient toward the main display device 22. The main controller
80 establishes interactive communication with each of the player
terminals 30 via a wireless LAN. The controller executes a
predetermined game program and establishes interactive
communication with the respective player terminals 30, thereby
providing a game, such as a horse-racing game, in which a plurality
of players participate. The game system 1 is configured as an
example of a game system that provides game common to a plurality
of players, the game in which the players make predictions on
results of the game (game results) and insert game medium, such as
coins, medals and tokens; and in which game medium is paid out to
the players in accordance with awards determined based on the game
results.
[0038] FIG. 2 is a perspective view showing the appearance of each
of the player terminals 30. Each of the player terminals 30 has a
seat 31 and a terminal display 61.
[0039] The terminal display 61 is provided with: a first support
arm 611 supported by a side unit 60; a second support arm 612
attached to an leading end of the first support arm 611; and a
sub-monitor 613 attached to a leading end of the second support arm
612 and displays images related to the game thereon.
[0040] The first support arm 611 is extendable along the vertical
direction with respect to the side unit 60. The second support arm
612 is extendable and can be maintained at an arbitrary angle with
respect to the axial direction of the first support arm 611. The
sub-monitor 13 can be maintained at an arbitrary angle with respect
to the axial direction of the second support arm 612.
[0041] The side unit 60 is equipped with a sub-monitor storage slot
62 that extends in the vertical direction. The sub-monitor storage
slot 62 retractably stores the first support arm 611, the second
support arm 612, and the sub-monitor 613.
[0042] A terminal controller 150 is installed in the side unit 60.
The terminal controller 150 is connected to the main controller 80
via the wireless LAN and a plurality of slots 97 that stores
circuit boards on which circuits that serves part of the terminal
controller 150 is provided.
[0043] In accordance with a command received from the main
controller 80, the terminal controller 150 controls the terminal
display 61 and transmits a signal input through a operation unit 72
(which will be described later) to the main controller 80.
[0044] A cover 971 is reclosably attached to an upper portion of
the slots 97. As shown in FIG. 2, a terminal control board 972 is
insertable from the above into the slots 97 by opening the cover
971.
[0045] A rear portion of a seat shell 70 extends upward and
supports a backrest and a headrest. Speakers 70 are provided at
both left and right sides of the headrest.
[0046] A rear side portion of the seat shell 70 also extends upward
to prevent other players from viewing a player who seats in a seat
main body 50.
[0047] An operation unit 72, which is provided with a keyboard, a
jog dial, and other input devices, is provided in the vicinity of a
sidearm on a table 71 at a position where the player who seats in
the seat main body 50 can easily operate the operation unit 72. The
operation unit 72 is also provided with a coin insertion slot 732,
a start button, and a card slot that allows the player to insert a
credit card or a membership card.
[0048] In the embodiment, the operation unit 72 is provided on the
table 71. However, the location of the operation unit is not
limited on the table but may also be provided as a touch panel on
the sub-monitor 613.
[0049] A coin payout opening 731, through which coins are paid out
from a coin storage provided in the side unit 60, and a coin
receiving section, which receives the paid coins, are provided at
positions beneath the table 71 and in front of the sidearm. The
coin receiving section is provided with an unillustrated holder
that retains a coin container.
[0050] FIG. 3 is a block diagram showing a circuit configuration of
the game system 1. As shown in FIG. 3, eight player terminals
30a-30h and a sever 200 are connected together by a network 300
(e.g., a wireless LAN, or the like). The player terminals 30b-30h,
shown in FIG. 3, are substantially equal in configuration to the
player terminal 30a. Accordingly, the details of the player
terminals 30b-30h are omitted in FIG. 3.
[0051] The player terminal 30a includes the terminal controller
150, the operation unit 72 connected to the terminal controller
150; the coin receiving section; and the coin payout opening 731.
The terminal controller 150 includes a terminal CPU 152 that serves
as a processor capable of executing various computer programs; a
terminal RAM 154 connected to the terminal CPU 152; a terminal ROM
156 connected to the terminal CPU 152; a terminal video controller
158 connected to the terminal CPU 152; a terminal audio controller
160 connected to the terminal CPU 152; and a terminal communication
interface 162 connected to the terminal CPU 152.
[0052] The terminal CPU 152 performs various types of process in
accordance with a program stored in the terminal ROM 156 and data
stored in the terminal RAM 154. Accordingly, the terminal CPU 152
serves as various types of means to be described later.
[0053] The terminal RAM 154 stores various flags and values of
variables and serves as a temporal storage area for the terminal
CPU 152. For instance, information about the side unit 60 to be
operated by the player, information about an area owned by the
player, and the like (terminal game information), are stored in the
terminal RAM 154.
[0054] The terminal ROM 156 stores programs to be used for
controlling the terminal 30 by the terminal CPU 152, and various
tables are also stored in the terminal ROM 156.
[0055] The terminal video controller 158 includes a video data
processor (hereinafter abbreviated as a "VDP"); an image data ROM
that stores various types of image data; a digital-to-analogue
(D/A) converter for converting image data into an analogue image
signal; and an initial reset circuit for generating a reset signal
on power-up. The VDP is a device that includes circuits, such as a
so-called sprite circuit, a screen circuit, and a palette circuit
and which can perform various process operations for causing the
terminal display 61 to display an image. In short, the VDP performs
display control of the terminal display 61. The VDP is also
equipped with a storage medium (e.g., video RAM) serving as a
buffer for displaying an image in a display area of the terminal
display 61. Image data are stored in a predetermined storage area
of the storage medium, whereupon an image is displayed in the
display area of the terminal display 61 at predetermined
timing.
[0056] Various image data, such as character image data, background
image data, and presentation image data are separately stored in
the image data ROM. As a matter of course, relevant image data
showing relevant images are also stored in the image data ROM.
[0057] In accordance with an image display command supplied from
the terminal CPU 152, the VDP reads, from the image data ROM,
various types of image data, such as identification information
image data for presentation purpose, background image data, and
presentation image data; and generates image data to be displayed
on the terminal display 61. The VDP stores the thus-generated image
data into a buffer such that image data are sequentially
superimposed on the image data located in a rearward position, and
supplies the image data to the D/A converter at predetermined
timing. The D/A converter converts image data into an image signal
and supplies this image signal to the terminal display 61, thereby
causing the terminal display 61 to display an image.
[0058] The terminal audio controller 160 includes a sound source IC
for controlling sound; sound data ROM which stores various pieces
of sound data; and an amplifier (hereinafter abbreviated as "AMP")
for amplifying a sound signal.
[0059] The sound source IC is connected to the terminal CPU 152,
the initial reset circuit, the sound data ROM, and the AMP. The
sound source IC controls sound emitted from the speakers 75.
[0060] The terminal communication interface 162 is connected to the
server 200 through the network 300. The interface transmits a
signal from the terminal CPU 152 to the server 200 and receives a
signal transmitted from the server 200, and transfers the
thus-received signal to the terminal CPU 152.
[0061] The operation unit 72 is provided along a frame of the main
body of the player terminal. When operated by the player, the
operation unit 72 supplies the terminal controller 150 with a
predetermined detection signal.
[0062] The coin receiving section is provided along the frame of
the main body of the terminal 30. The coin receiving section has a
coin detector. A game medium such as coins inserted into the coin
receiving section is detected when passing by the coin detector.
The coin receiving section transmits a detection signal responsive
to the detected game medium to the terminal controller 150. The
coin detector may also be any detection device, such as an optical
sensor and a proximity sensor.
[0063] The coin payout opening 731 is provided along the main body
of the terminal 30. The coin payout opening 731 pays a game medium
in accordance with a payout signal transmitted from the terminal
controller 150.
[0064] The server 200 has a main controller 80. The main controller
80 includes a server CPU 252 that serves as various execution
means; a server RAM 254 connected to the server CPU 252; a server
ROM 256 connected to the server CPU 252; a server image output
circuit 268 connected to the server CPU 252; a server audio output
circuit 260 connected to the server CPU 252; and a server
communication interface 262 connected to the server CPU 252.
[0065] The server CPU 252 executes various process operations in
accordance with a game program stored in this server ROM 256. Thus,
the server CPU 252 serves as various means to be described
later.
[0066] Various flags and values of variables are stored in the
server RAM 254 that serves as a temporal storage area for the
server CPU 252.
[0067] The server ROM 256 stores a game program for controlling the
operation of the server 200 by the server CPU 252; for example a
program for providing a horse-racing game.
[0068] The server image output circuit 268 includes an image data
processor (hereinafter abbreviated as a "VDP"); an image data ROM
which stores various types of image data; a digital-to-analogue
(D/A) converter for converting image data into an image signal; and
an initial reset circuit for generating a reset signal on power-up.
The VDP is a device which includes circuits, such as a so-called
sprite circuit, a screen circuit, and a palette circuit and which
can perform various process operations for causing the main display
device 22 to display an image. In short, the VDP performs display
control of the main display device 22. The VDP is also equipped
with a storage medium (e.g., video RAM) serving as a buffer for
displaying an image in a display area of the main display device
22. Image data are stored in a predetermined storage area of the
storage medium, whereupon an image is displayed in the display area
of the main display device 22 at predetermined timing.
[0069] Various image data, such as character image data, background
image data, and presentation image data are separately stored in
the image data ROM. As a matter of course, relevant image data
showing relevant images are also stored in the image data ROM.
[0070] In accordance with an image display command supplied from
the server CPU 252, the VDP reads, from the image data ROM, various
types of image data, such as identification information image data
for presentation purpose, background image data, and presentation
image data; and generates image data to be displayed on the main
display device 22. The VDP stores the thus-generated image data
into a buffer such that image data are sequentially superimposed on
the image data located in a rearward position, and supplies the
image data to the D/A converter at predetermined timing. This D/A
converter converts image data into an image signal and supplies
this image signal to the main display device 22, thereby causing
the main display device 22 to display an image.
[0071] The server audio output circuit 260 includes a sound source
IC for controlling sound; a sound data ROM which stores various
pieces of sound data; and an amplifier (hereinafter abbreviated as
"AMP") for amplifying a sound signal.
[0072] The sound source IC is connected to the server CPU 252, the
initial reset circuit, the sound data ROM, and the AMP. The sound
source IC controls sound emitted from the speakers 23.
[0073] The server communication interface 262 is connected to the
player terminals 30 through the network 300. The interface
transmits a signal from the server CPU 252 to the plurality of
player terminals 30a-30h, and receives signals transmitted from the
plurality of player terminals 30a-30h, and transfers the
thus-received signals to the terminal CPU 152.
[0074] In the game system 1, the player terminals 30a-30h are
connected to the server 200 through the network 300. However, the
player terminals 30a-30h may also be connected together through the
network 300 without use of the server 200.
[0075] FIGS. 4 and 5 show an entry table stored in the server ROM
256, in which the name, sex, and nation of each of horses entered
in a race are described. Six to twenty horses are randomly selected
from the entry table, and the thus-selected horses show up in the
game. As shown in FIG. 4, for example, horse number 1 named
"Isinglass" is a horse from England. Further, horse number 2 named
"Alycidon" is a horse from England. Horse number 3 named "Val de
Loir" is from France. Horse number 4 named "Vaguely Noble" is a
horse from Ireland. Horse number 5 named "War Admiral" is a horse
from US. Although unillustrated, a plurality of parameters
indicating various capabilities for each of the respective horses
are also described in the entry table. Example parameters include a
pedigree, stamina, speed, a tactics (a face-to-face tactics, a
runaway tactics, or the like), a favorite race (e.g., a sprint, a
long-distance race, a steeplechase, and the like), and others.
However, the parameters are not limited to these examples.
[0076] FIG. 6 shows a Japan-hosted race table which describes races
held in Japan and which is stored in the server ROM 256. The race
table stores data pertaining to races, such as the names of races,
courses of the races, stakes for the first-to-third-place
finishers, entry conditions, and the number of entries. Moreover,
in relation to the races held in Japan, the amounts of stakes are
expressed in Yen. As shown in FIG. 6, for example, the course of
the Tenno-Sho (spring) is located in Kyoto, and the distance of the
course is 3200 meters. Stakes for the first are 13200 yen; stakes
for the second are 5300 yen; and stakes for the third are 3300 yen.
An entry condition is an old horse, and the number of entries is;
for example, 17. The course of the Shuka-Sho is located in Kyoto,
and the distance of the course is 2000 meters. Stakes for the first
are 8900 yen; stakes for the second are 3600 yen; and stakes for
the third are 2200 yen. An entry condition is a three-year-old
mare, and the number of entries is; for example, 18. The course of
the Kikuka-sho is located in Kyoto, and the distance of the course
is 3000 meters. Stakes for the first are 11200 yen; stakes for the
second are 4500 yen; and stakes for the third are 2800 yen. An
entry condition is a three-year-old horse, and the number of
entries is; for example, 16. The course of the Queen Elizabeth Cup
is located in Kyoto, and the distance of the course is 2200 meters.
Stakes for the first are 10000 yen; stakes for the second are 4000
yen; and stakes for the third are 2500 yen. An entry condition is a
three-year-old mare, and the number of entries is; for example, 18.
Thus, various pieces of information about races held in Japan are
stored.
[0077] FIG. 7 shows a France-hosted race table that describes races
held in France and is stored in the server ROM 256. The
France-hosted race table stores data pertaining to races, such as
the names of races, courses of the races, stakes for the
first-to-third-place finishers, entry conditions, and the number of
entries. The amounts of stakes are expressed in Euro in connection
with the races held in France. As shown in FIG. 7, for example, the
course of the Prix Renaud du Vivier is located in Auteuil, and the
distance of the course is 4100-meter hurdles. Stakes for the first
are 112,500 Euro; stakes for the second are 55,000 Euro; and stakes
for the third are 32,500 Euro. An entry condition is a
four-year-old thoroughbred, and the number of entries is; for
example, 10. The course of Criterium de Saint-Cloud is located in
Saint Cloud, and the distance of the course is 2000 meters. Stakes
for the first are 114,280 Euro; stakes for the second are 45,720
Euro; and stakes for the third are 22,860 Euro. An entry condition
is a two-year-old thoroughbred, and the number of entries is; for
example, 5. The course of Prix Cambacere is located in Auteuil, and
the distance of the course is 3600-meter hurdles. Stakes for the
first are 112,500 Euro; stakes for the second are 55,000 Euro; and
stakes for the third are 32,500 Euro. An entry condition is a
three-year-old thoroughbred, and the number of entries is; for
example, 10. The course of Prix Maurice Caillault is located in
Auteuil, and the distance of the course is a 4400-meter
steeplechase. Stakes for the first are 135,000 Euro; stakes for the
second are 66,000 Euro; and stakes for the third are 39,000 Euro.
An entry condition is a four-year-old thoroughbred, and the number
of entries is; for example, 11. Thus, various pieces of information
about races held in France are stored.
[0078] FIG. 8 shows a Dubai-hosted race table that describes races
held in the UAE (Dubai) and which is stored in the server ROM 256.
The Dubai-hosted race table stores data pertaining to races, such
as the names of races, courses of the races, stakes for the
first-to-third-place finishers, entry conditions, and the number of
entries. The amounts of stakes are expressed in dollars in
connection with the races held in Dubai. As shown in FIG. 8, for
example, the course of Dubai World Cup is located in Nad Al Sheba,
and the distance of the course is 2000 meters. Stakes for the first
are 3,600,000 dollars; stakes for the second are 1,200,000 dollars;
and stakes for the third are 600,000 dollars. An entry condition is
a thoroughbred of four years old or more (a thoroughbred which is
three years old or more and which was bread in the Southern
Hemisphere), and the number of entries is; for example, 12. The
course of Dubai Duty Free is located in Nad Al Sheba, and the
distance of the course is 1777 meters. Stakes for the first are
3,000,000 dollars; stakes for the second are 1,000,000 dollars; and
stakes for the third are 500,000 dollars. An entry condition is a
thoroughbred of four years old or more and which was bread in the
Northern Hemisphere (a thoroughbred which is three years old or
more and which was bread in the Southern Hemisphere), and the
number of entries is; for example, 14. The course of Dubai Sheema
Classic is located in Nad Al Sheba, and the distance of the course
is 2400 meters. Stakes for the first are 3,000,000 dollars; stakes
for the second are 1,000,000 dollars; and stakes for the third are
500,000 dollars. An entry condition is a thoroughbred of four years
old or more, and the number of entries is; for example, 11. The
course of Dubai Golden Shaheen is located in Nad Al Sheba, and the
distance of the course is 1200 meters. Stakes for the first are
1,200,000 dollars; stakes for the second are 400,000 dollars; and
stakes for the third are 200,000 dollars. An entry condition is a
three-year-old thoroughbred, and the number of entries is; for
example, 11. Thus, various pieces of information about races held
in Dubai are stored.
[0079] FIG. 9 shows an UK-hosted race table which shows races held
in United Kingdom and which is stored in the server ROM 256. The
UK-hosted race table stores data pertaining to races, such as the
names of races, courses of the races, stakes for the
first-to-third-place finishers, entry conditions, and the number of
entries. In connection with the races held in England, the amounts
of stakes are expressed in pounds, and a distance is expressed in
miles. As shown in FIG. 9, for example, the course of Racing Post
Trophy is located in Doncaster, and the distance of the course is
one mile. Stakes for the first are 120,000 pounds; stakes for the
second are 46,000 pounds; and stakes for the third are 23,000
pounds. An entry condition is a two-year-old thoroughbred mare, and
the number of entries is; for example, 8. The course of Champion
stakes is located in Newmarket, and the distance of the course is
10 furlongs. Stakes for the first are 215,064 pounds; stakes for
the second are 81,576 pounds; and stakes for the third are 40,788
pounds. An entry condition is a thoroughbred of three years old or
more, and the number of entries is; for example, 11. The course of
Dewhurst Stakes is located in Newmarket, and the distance of the
course is seven furlongs. Stakes for the first are 152,772 pounds;
stakes for the second are 57,948 pounds; and stakes for the third
are 28,974 pounds. An entry condition is a two-year-old
thoroughbred, and the number of entries is; for example, 9. The
course of Sun Chariot Stakes is located in Newmarket, and the
distance of the course is one mile. Stakes for the first are
116,000 pounds; stakes for the second are 44,000 pounds; and stakes
for the third are 22,000 pounds. An entry condition is a
thoroughbred mare of three years old or more, and the number of
entries is; for example, 5. Thus, various pieces of information
about races held in England are stored.
[0080] Herein, the race tables pertaining to the races held in
Japan, France, Dubai, and United Kingdom are described. However,
the game system 1 may be configured to store race tables pertaining
to races held in other countries, such as Hong Kong, Italy, or the
like.
[0081] FIG. 10 shows an example of an exchange rate table. As shown
in FIG. 10, one yen is converted into; for example, 0.00848
dollars, 0.00668 Euro, and 0.00453 pounds. One dollar converted
into 117.88 yen, 0.7877 Euro, and 0.5335 pounds. One Euro is
converted into 149.6889 yen, 1.26952 dollars, and 0.67729 pounds.
One pound is converted into 220.9146 yen, 1.87441 dollars, and
1.47648 Euro. For instance, when a Japanese player enters any of
the races held in Dubai, the player acquires stakes in dollars and
hence receives the stakes according to this exchange rate table.
When the player bets on any of the races held in Dubai, an award is
determined in dollars. The award that is actually paid out changes
according to this exchange rate.
[0082] FIG. 11 shows an example of a popularity table stored in the
server ROM 256. As shown in FIG. 11, when the percentage of
popularity based on all of predictions input respectively by each
of the players who participate in the game falls within a range
from 0% to 20%, a game condition A (e.g., a racetrack which poses
difficult to the horse) is selected. When the percentage of
popularity falls within a range from 21% to 50%, a game condition B
(e.g., a weather which poses difficulty to the horse) is selected.
When the percentage of popularity falls within a range from 51% to
74%, a game condition C (e.g., the horse gains weight) is selected.
When the percentage of popularity falls within a range from 75% to
100%, a game condition D (e.g., an increase in the number of
jockeys) is selected.
[0083] FIG. 12 is a descriptive view showing an example of a payout
ratio table stored in the server ROM 256. The ratio of amount to be
paid out changes according to a game result. When a game result is
achievement of a win by ten lengths, the ratio of payout comes to
100%. When the game result is achievement of a win by five lengths,
the ratio of payout comes to 50%. When the game result is
achievement of a win by three lengths, the ratio of payout comes to
20%. When the game result is achievement of a win by two lengths,
the ratio of payout comes to 10%. As mentioned above, the server
ROM 256 is an example of game condition storage unit which stores
game conditions including award data and game result influence data
affecting a game result. Although the embodiment has described
example game results and example ratios of awards, the present
invention is not limited to these examples. Other game results and
ratios of awards may also be adopted.
[0084] FIG. 13 is a flowchart showing a main process of the game
provided by the game system 1.
[0085] When the main process is started, a player seating process
is performed in step S1. In step S1, the server CPU 252 performs
the player seating process for initializing a variety of variables
and flags in response to seating of the player in the terminal 30.
When the process in step S1 is completed, the process proceeds to
step S2.
[0086] In step S2, the server CPU 252 performs an insertion process
in response to the player having inserted a coin into the coin
insertion slot 732. The insertion process will be described later.
When the process in step S2 is completed, the process proceeds to
step S3. As mentioned above, the coin insertion slot 732 is an
example of game medium input unit by way of which each of the
players inserts a game medium by means of making predictions.
[0087] In step S3, the server CPU 252 performs a process for
unlocking a monitor and a seat. When the process in step S3 is
completed, the process proceeds to step S4.
[0088] In step S4, the server CPU 252 performs process for
adjusting the monitor and the seat. When the process in step S4 is
completed, the process proceeds to step S5.
[0089] In step S5 the server CPU 252 performs a game execution
process. The game execution process will be described later. When
the process in step S5 is completed, the process proceeds to step
S6. As mentioned above, the CPU 252 serves as a game execution
controller for controlling execution of a common game.
[0090] In step S6, the server CPU 252 performs a payout process for
paying out a game medium, such as coins, from a coin payout opening
731. The payout process will be described later. When the process
in step S6 is completed, the process proceeds to step S7. As
mentioned above, the coin payout opening 731 serves as a payout
unit for paying out a game medium according to an award for a game
result.
[0091] In step S7, the server CPU 252 performs process for
retracting a monitor and initializing a seat. When the process in
step S7 is completed, the main game process is terminated.
[0092] A subroutine executed in step S3 shown in FIG. 13 will be
described by reference to FIG. 14.
[0093] In step S210, a game medium count determination process is
performed. During this process, the server CPU 252 receives a
signal transmitted from the terminal 30 in response to detection of
a game medium, such as a coin, inserted into the coin insertion
opening 732 of each of the game player terminals 30. In accordance
with the received signal, the server CPU 252 performs process for
determining which one of the player terminals 30 has received
inserted game mediums and for determining the amounts (number) of
inserted game medium; namely, game medium count determination
process. When the process is completed, the process proceeds to
step S212. The coin insertion slot 732 serves as a game medium
input unit that allows the player to input a game medium.
[0094] In step S212, the server CPU 252 performs a deposit game
medium count storage process. In this process, the server CPU 252
stores into the server RAM 254 the number of game mediums inserted
in each of the player terminals 30 determined in step S210. The
server CPU 252 also stores into the server RAM 254, as a deposit
game medium count, a predetermined proportion (e.g., 10% or the
like) of total number of game mediums inserted in all of the player
terminals 30. When the process is completed, the process proceeds
to step S214. The server RAM 254 is an example of deposit game
medium count storage unit that stores the deposit game medium count
that describes the predetermined proportion of total number of game
mediums inserted into the game medium input unit (all of the player
terminals 30). In the embodiment, 10% is described by way of
example of a predetermined proportion. However, the predetermined
proportion is not limited to this value. Other proportion; for
example, 5%, 15%, 20%, 25%, and 30%, may also be adopted.
[0095] In step S214, the server CPU 252 performs a process for
determining whether or not the deposit game medium count is equal
to or greater than a predetermined number (predetermined count).
After this process, the server CPU 252 proceeds the process to S218
when determined that the deposit game medium count stored in step
S212 is equal to or greater than a predetermined number. The server
CPU 252 proceeds the process to step S216 when determined that the
game medium is less than the predetermined number. As described
herein, the server CPU 252 serves as an example of a deposit game
medium count determination unit that determines whether or not the
deposit game medium count stored in the deposit game medium count
storage unit is equal to or greater than a predetermined
number.
[0096] In step S216, process for setting 0 on a predetermined
condition flag is performed. During this process, the server CPU
252 performs process for setting 0 on the predetermined condition
flag stored in the server RAM 254. When process is completed, this
subroutine is terminated.
[0097] In step S218, process for setting one on a predetermined
condition flag is performed. During process, the server CPU 252
performs process for setting one on a predetermined condition flag
stored in the server RAM 254. When the process is completed, this
subroutine is terminated.
[0098] The subroutine executed in step S5 shown in FIG. 13 is
described by reference to FIG. 15.
[0099] In step S510, the server CPU 252 performs a process for
preliminarily selecting a game condition used for a current game
from a plurality of game conditions stored in the server ROM 256,
in accordance with the result of a previous game stored in the
server RAM 254. More specifically, when the Arab horse, such as a
Godolphin Arabian, has won a previous race of the horseracing game,
there is performed process for: selecting the Dubai-hosted race
table (see FIG. 8) as a game condition; selecting a race used for
the current game from the Dubai-hosted race table; and storing the
selected race into the server RAM 254. Moreover, the server CPU 252
selects horses to be employed in the current game from an entry
table of horses (see FIGS. 4 and 5). For instance, when the Dubai
World Cup has been selected, 12 horses are selected. Moreover, when
an oversea race table [e.g., Dubai-hosted race table (see FIG. 8)
or the like] has been selected, the server CPU 252 sets one on an
exchange flag and stores the flag into the server RAM 254. When the
process is completed, process proceeds to step S512. As mentioned
above, the server CPU 252 is an example of game condition selection
unit which selects a game condition for the next common game from
the plurality of game conditions, in accordance with a result of a
game executed by the game execution controller.
[0100] In the embodiment, the race sites and the horses are
described by way of example of the game condition to be selected.
However, other types of game conditions may also be adopted in the
game system 1.
[0101] In step S512, a game condition presentation image display
process is performed. During this process, the server CPU 252
selects from the server ROM 256 data for use in displaying a game
condition presentation image in accordance with the game condition
selected in step S514; stores the thus-selected data into the
server RAM 254; and transmits the selected data to the server image
output circuit 268. In accordance with the data sent from the
server CPU 252 for use in displaying the game condition
presentation image, the VDP in the server image output circuit 268
reads from the image data ROM various pieces of image data, such as
background image data and presentation image data; superimposes the
thus-read pieces of image data one on top of the other; and
displays the resultant image in a display area 22A of the main
display device 22. More specifically, an image of the race site and
images of horses participating in the race are displayed. When the
process is completed, process proceeds to step S514. As mentioned
above, the server image output circuit 268 serves as a display
controller which controls displaying of a presentation image
compliant with the game condition selected by the game condition
selection unit.
[0102] In step S514, the server CPU 252 performs a prediction input
process for receiving a prediction input by means of a prediction
data signal transmitted from the terminal 30 in accordance with a
prediction input by the player through the operation unit 72. When
the process is completed, the process proceeds to step S516. The
operation unit 72 serves as a prediction input unit by way which
each of the players inputs a prediction about a game result. In the
game system 1 according to the embodiment, when the player inputs
the prediction, at least a part of the game medium (coins, tokens,
or credits) input to the game player terminal 30 in which the
player is seated, is consumed.
[0103] In step S516, the server CPU 252 performs a prediction data
storage process for storing, into the server RAM 254, the
prediction data determined from the prediction data signal received
in step S516. When the process is completed, process proceeds to
step S518. The server RAM 254 serves as a prediction storage unit
which stores prediction data compliance with a prediction input by
the prediction input unit.
[0104] In step S518, the server CPU 252 performs a prediction data
percentage determination process for determining the percentage of
prediction data stored in the server RAM 254. More specifically,
the server CPU 252 performs process for determining whether or not
the popularity of a certain horse has exceeded a predetermined
percentage in accordance with prediction data, by reference to a
popularity table (see FIG. 11) stored in the server ROM 256. When
the process is completed, process proceeds to step S520. The server
CPU 252 serves as a determination unit which determines whether or
not specific prediction data among a plurality of pieces of
prediction data stored in the prediction storage unit are stored in
a predetermined percentage or more. The server CPU 252 serves as a
determination unit which determines the prediction data stored in
the prediction storage unit.
[0105] In step S520, a game condition selection process is
performed. During process, the server CPU 252 performs process for
selecting a game condition in accordance with a determination
rendered in step S518. More specifically, the server CPU 252 refers
to the popularity table (see FIG. 11) stored in the server ROM 256.
When the percentage of popularity falls within a range from 75% to
100%, the CPU selects a game condition D (e.g., an increase in the
number of jockeys). When the process is completed, process proceeds
to step S522.
[0106] As mentioned above, the server CPU 252 is an example game
condition selection unit which selects one game condition from a
plurality of game conditions stored in the game condition storage
unit in accordance with the prediction data stored in the
prediction storage unit. As mentioned above, the server CPU 252 is
an example of game condition selection unit which selects a game
condition from a plurality of game conditions stored in the game
condition storage unit. As mentioned above, the server CPU 252 is
an example of game condition selection which selects a
predetermined game condition from a plurality of game conditions in
accordance with a result of determination rendered by the deposit
game medium count determination unit. As mentioned above, the
server CPU 252 is an example of game condition selection unit which
selects a predetermined game condition from the plurality of game
conditions, in accordance with a result of determination rendered
by the deposit game medium count determination unit. As mentioned
above, the server CPU 252 is an example of game condition selection
unit for selecting a special game status having game result
influence data which make a game result achieved from specific
prediction data more disadvantageous than game results achieved
from the other prediction data, in accordance with a determination
result of the determination unit. As mentioned above, the server
ROM 256 is an example of game condition storage unit which stores a
plurality of game conditions for the common game.
[0107] In the embodiment, game conditions are selected such that a
certain horse becomes disadvantageous. However, the game system 1
may be configured that the game conditions is selected such that a
certain horse becomes advantageous. In this case, getting on the
bandwagon becomes more definite, and the betting rate of an
unpopular horse is increased, thereby enabling enhancement of the
players' pleasure to aim at the jackpot.
[0108] In step S522, game condition setting process is performed.
During process, the server CPU 252 performs process for setting a
game condition selected in step S520 and storing the thus-set game
condition into the server RAM 254. When the process is completed,
process proceeds to step S524. Thus, the server CPU 252 is an
example of game execution controller which executes a game
compliant with the predetermined game condition selected by the
game condition selection unit. The server CPU 252 is an example of
game execution controller which controls execution of a common game
in accordance with the game condition selected by the game
condition selection unit. Moreover, the server ROM 256 is an
example of a game condition storage unit which stores game
conditions including award data and game result influence data
affecting game results.
[0109] In step S524, there is performed process for determining
whether or not input of prediction data is completed. During
process, when the server CPU 252 has determined completion of a
predetermined input period (e.g., 60 seconds) and the input of
prediction data, process proceeds to step S526. When the input of
prediction data is determined not to be completed, process proceeds
to step S514.
[0110] In step S526, the server CPU 252 performs process for
generating random numbers for use in a game (e.g., numbers from 0
to 65535). The CPU 252 proceeds the process to step S528 when step
S526 is completed.
[0111] In step S528, a game result table reference process is
performed. During process, the server CPU 252 performs process
referring to the game result table stored in the server ROM 256 by
use of the random number generated in step S526. More specifically,
the server CPU 252 refers to the game result table by means of
taking, as a variable, the game condition selected in step S510 or
S520 and set in step S522, thereby determining game results (e.g.,
the ranks of the horses, development of a race, and the like). When
the process is completed, process proceeds to step S530. Thus, the
server CPU 252 is an example of game execution controller which
executes a common game compliant with the game condition selected
by the game condition selection unit.
[0112] In step S530, a presentation image display process is
performed. During this process, the server CPU 252 selects, from
the server ROM 256, data for use in displaying a presentation
image; stores the thus-selected data into the server RAM 254; and
transmits the data to the server image output circuit 268. In
accordance with the data sent from the server CPU 252 for use in
displaying the presentation image, the VDP in the server image
output circuit 268 reads from the image data ROM various pieces of
image data, such as background image data and presentation image
data; superimposes the thus-read pieces of image data one on top of
the other; and displays the resultant image in the display area 22A
of the main display device 22. When process is completed, this
subroutine is terminated. As mentioned above, the main display
device 22 is an example of display unit for displaying a common
game in the form of a presentation image. Thus, the server image
output circuit 268 is an example of display controller which
controls displaying of a presentation image performed by the
display unit.
[0113] The sub-routine executed in step S6 shown in FIG. 13 is
described in detail by reference to FIG. 16.
[0114] In step S610, a process for determining whether or not the
exchange rate flag assumes a value of one. During this process,
when determining that the exchange rte flag stored in the server
RAM 254 assumes a value of one, the server CPU 252 proceeds the
process to step S612. When not determining that the exchange rate
flag assumes a value of one, the server CPU 252 proceeds the
process to step S614. Thus, the server CPU 252 is an example of
payout controller which controls payment of a game medium
conforming to the exchange rate of the game condition selected by
the game condition selection unit in connection with the award
corresponding to the game result.
[0115] In step S612, exchange rate reference process is performed.
During process, the server CPU 252 stores an exchange rate (e.g., a
rate of exchange of a dollar to a yen in the case of the Dubai
World Cup) into the server RAM 254, by reference to the exchange
rate table (see FIG. 10) stored in the server ROM 256. When the
process is completed, process proceeds to step S614. As mentioned
above, the server ROM 256 is an example of game condition storage
unit which stores a game condition having exchange rates for
respective game conditions. The server CPU 252 is an example of
payout controller which performs control operation for paying game
mediums conforming to the exchange rate of the game condition
selected by the game condition selection unit in connection with
the award corresponding to the game result. Although the embodiment
has described that the exchange rates are stored in the ROM, the
present invention is not limited to the embodiment. The exchange
rates may also be stored in RAM, and the exchange rates may also be
updated. For instance, a game closer to an actual environment can
be provided as a result of exchange rates being changed day by
day.
[0116] In step S614, there is performed process for determining
whether or not a special game status flag is "1". When the server
CPU 252 determines that the special game status flag stored in the
server RAM 254 is "1", the process proceeds to step S616. When the
CPU 252 determines that the special game status flag is not "1",
the process proceeds to step S618.
[0117] In step S616, a special game result determination process is
performed. During this process, the server CPU 252 performs process
for determining a result of a special game in accordance with a
random number generated in step S526. More specifically, the server
CPU 252 determines the result of a special game in accordance with
the random number generated in step S526; determines a payout ratio
from the result of this special game by reference to the payout
ratio table (see FIG. 12); and stores the thus-determined payout
ratio into the server RAM 254. When the process is completed,
process proceeds to step S618. As mentioned above, the server CPU
252 is an example of payout controller which, when the game
execution controller has executed a game compliant with the
predetermined game condition and when a special game result is
obtained in the game, performs control operation for paying out a
predetermined number of game mediums from the deposit game medium
count stored in the deposit game medium count storage unit. Thus,
the server CPU 252 serves as an example of a payout controller
that, when the game execution controller provides a game compliant
with the predetermined game condition, performs control operation
for paying out the number of game mediums corresponding to the
result of the game from the deposit game medium count stored in the
deposit game medium count storage unit. Although the embodiment is
described that a reference is made to the random number generated
in step S526, the game system 1 may be configured that other random
number may also be generated.
[0118] In step S618, an award data reference process is performed.
During this process, the server CPU 252 performs process for
storing an award by reference to the award table in accordance with
the random number generated in step S526. When the process is
completed, process proceeds to step S620. The server CPU 252 is an
example of payout controller which performs control operation for
paying a game medium corresponding to the game result, by reference
to the award data compliant with the game condition selected by the
game condition selection unit. Further, the server ROM 256 is an
example of game condition storage unit which stores a plurality of
game conditions having award data corresponding to a game result
for each of the game conditions. The server ROM 256 is an example
of game condition storage unit which stores a game condition
including award data and game result influence data affecting game
results.
[0119] In step S620, the server CPU 252 performs a payout count
determination process. The server CPU 252 performs process for
determining payout data corresponding to the amount of a payout for
each of the player terminals by means of taking, as a variable, a
payout ratio determined from a result of a special game or an award
determined in step S618; and for storing the thus-determined ward
in the server RAM 254. When the process is completed, process
proceeds to step S622. The server CPU 252 serves as an example of a
payout controller that performs control operation for paying out a
game medium corresponding to an exchange rate of the game condition
selected by the game condition selection unit in connection with
the award corresponding to the game result. The server CPU 252
serves as an example of a payout controller that, when the game
execution controller executes a game compliant with the
predetermined game condition and when a special game result is
obtained in the game, performs control operation for paying out a
predetermined number of game mediums from the deposit game medium
count stored in the deposit game medium count storage unit. The
server CPU 252 serves as an example of a payout controller that,
when the game execution controller provides a game compliant with
the predetermined game condition, performs control operation for
paying the number of game mediums corresponding to the result of
the game from the deposit game medium count stored in the deposit
game medium count storage unit.
[0120] In step S622, a payout device drive process is performed.
During process, the server CPU 252 transmits, to each of the player
terminals 30, a payout signal originating from the payout data
stored in each of the player terminals 30 in step S620. In
accordance with the received payout signal, the terminal CPU 152 of
each of the player terminals 30 pays the game medium (e.g., coins)
from the coin payout opening 731. When process is completed, the
subroutine is terminated. Thus, the server CPU 252 is an example of
payout controller which control payment of a game medium compliant
with an award corresponding to the game result.
[0121] An example of a help screen displayed on the terminal
display 61 is shown in FIG. 17. As shown in FIG. 17, WIN is a
ticket for betting on a horse which will come first in a race. SHOW
is a ticket for betting on horses which will come first to third in
a race. BRACKET-QUINELLA is a ticket for betting on combination of
bracket numbers assigned to horses which will come first and second
in a race. QUINELLA is a ticket for betting on a combination of
horses which will come first and second or second and first. EXACTA
is a ticket for betting on numbers assigned to horses which will
come first and second in exact order. QUINELLA-PLACE is a ticket
for betting on a combination of horses which will come first and
second (or second and first), a combination of horses which will
come first and third (or third and first), and a combination of
horses which will come second and third (or third and second). TRIO
is a ticket for betting on numbers assigned to horses which will
come first, second, and third without specifying their order of
finishing. Displaying these help screens enables provision of a
game system by means of which even a beginner player can enjoy a
game. Thus, the terminal display 61 is an example of auxiliary
display unit for displaying a player assist screen.
[0122] FIG. 18 is an example of a display screen showing that
horseracing is being performed. Horseracing is being performed in
the display area 22A. Character images 90A to 90D (e.g., racehorses
respectively assigned numbers) are displayed in the display area
22A.
[0123] FIG. 19 is an example of a display screen showing the area
near a goal. Horseracing is being performed in the display area
22A. The display area 22A displays a character image 90A (e.g., a
racehorse assigned No. 8). The character image 90A has arrived at
the goal and won a prize. Further, a character image 90B (e.g., a
character image of a racehorse) is displayed behind the character
image 90A in the display area 22A. In the display area 22A, a
character image 90C (e.g., a character image of a racehorse
assigned No. 2) is displayed behind the character image 90A in the
display area 22A. A character image 90D (e.g., a character image of
a racehorse assigned No. 5) is displayed behind the character image
90A in the display area 22A. In this case, the character image 90A
has won a prize. For instance, the player who has made a bet on the
character image 90A can acquire a predetermined payout.
[0124] FIG. 20 is a display screen showing that a race is being
performed while a game status is selected according to the result
of the previous game. For instance, a display screen achieved when
an Arab horse won a prize in the previous game is provided. A
background image 90F (a character image of; e.g., a desert) showing
that the race is held in the game status Dubai according to the
result of the previous game. Further, the character images 90A to
90D (e.g., the racehorses assigned numbers) are displayed in the
display area 22A.
[0125] FIG. 21 is a display screen showing the area around the goal
achieved when a game is being performed under a predetermined game
condition and when a specified game result is achieved in the game.
Horseracing is being performed in the display area 22A. The
character image 90A (e.g., a racehorse assigned No. 8) is displayed
in the display area 22A. The character image 90A has won a prize by
three lengths over the character image B running behind the
character image 90A. Moreover, the character image 90B (e.g., a
character image of a racehorse assigned No. 7) is displayed behind
the character image 90A in the display area 22A. A character image
90C (e.g., a character image of a racehorse assigned No. 2) is
displayed behind the character image 90A in the display area 22A.
Further, a character image 90D (e.g., a character image of a
racehorse assigned No. 5) is displayed behind the character image
90A in the display area 22a. In the display area 22A, a character
image E (e.g., a character image of a goal) is displayed. As
mentioned above, when the horse has won a prize by three lengths in
a special game, a predetermined award (see FIG. 12) is paid.
[0126] FIG. 22 is a display screen showing that a race in which a
game status has changed according to a prediction is being
performed. Horseracing is being performed in the display area 22A.
The character images 90A to 90D (e.g., racehorses respectively
assigned numbers) are displayed in the display area 22A. The
display area 22A shows the character image 90G (e.g., a character
image of rain). Appearance of the character image 90G shows
worsening of the game condition for the horses that are weak in
rain.
[0127] FIG. 23 is an example of a display screen showing that the
race in which game status has changed according to a prediction is
being performed. Horseracing is being performed in the display area
22A. The character image 90A (e.g., a racehorse which is running
while carrying three jockeys and which is assigned No. 8) is
displayed in the display area 22A. The racehorse carrying a
plurality of jockeys shows worsening of the game condition for the
character image 90A. The character image 90B (e.g., a character
image of a racehorse assigned No. 7) is displayed behind the
character image 90A in the display area 22A. The character image
90C (e.g., a character image of a racehorse assigned No. 2) is
displayed behind the character image 90A in the display area 22A.
The character image 90D (e.g., a character image of a racehorse
assigned No. 5) is displayed behind the character image 90A in the
display area 22A.
[0128] As described above with reference to the game system 1
according to the embodiment, one of game condition is selected from
among a plurality of game conditions in accordance with prediction
data corresponding to predictions input by respective players, as
shown in FIG. 11, and a common game is performed according to a
selected game condition. As mentioned above, game conditions for a
game which is played for paying out awards change according to the
prediction data predicted by the players. For instance, in a
horseracing game system, when players make predictions on the game
result and bets, the number of jockeys mounted on a popular horse
is increased, and the weight carried by the horse becomes heavier.
The game of horseracing is performed in such a handicapped state.
Thus, a game condition for a game changes. Since a game status
varies according to predictions made by the players, it becomes
more complicated for the players to make predictions, which in turn
causes the players to enjoy the game further. Therefore, there can
be provided a game system which makes players enjoy a game further
by means of making it complicated for the players to make
predictions.
[0129] Moreover, according to the game system 1, when a piece of
specific prediction data is stored, in a predetermined proportion,
in the plurality of pieces of prediction data, there is selected a
special game status having game result influence data which make a
game result acquired from specific prediction data more
disadvantageous than game results acquired from pieces of the other
prediction data. Thus, when an unbalance has arisen in the
predictions made by the players, a special game status which is
disadvantageous for a game result is selected aside from awards.
For instance, in a horseracing game system, when prediction data
pertaining to prediction of winning of a certain horse (e.g.,
Haru-urara, Oguricap, Hiseiko, or the like) are popular, a change
is made to achieve a special game status which is disadvantageous
to game results; for example, changes in various factors, such as
the parameters of the horse (e.g., an increase in the weight of the
horse), the status of a racecourse where respective characters
(horses) run a race, and others.
[0130] Thus, a game status changes according to predictions, which
makes it complicated for the players to make predictions and which
makes players enjoy the game to a much greater extent. Therefore,
there can be provided a game system which makes players enjoy a
game further by means of making it complicated for the players to
make predictions.
[0131] In the above description of the embodiment, it is described
that the game system 1 is configured to allow the players to
"input" the game medium into the player terminals 30 (game medium
input unit), more specifically, into the coin insertion slot 732,
at the insertion process (step S2), and that the player's
prediction (bet) is made in the game execution process (step S5).
In the game system 1 described as the embodiment, the deposit game
medium count is determined as a predetermined proportion of the
total number of the game medium "input" into all of the player
terminals 30.
[0132] However, the game system 1 may alternatively be configured
that the deposit game medium count is determined as a predetermined
proportion of the total number of the game medium (coins, medals,
or credits) being bet (predicted) in all of the player terminals 30
by each of the players for each round of the game. When the game
system 1 is thus configured, the input of the predictions (bet)
into each of the player terminals 30 is considered as the "input"
of the game medium.
[0133] The present invention is not limited to the
previously-described embodiment. The game system according to the
present invention may be applied with various improvements or
alterations without departing from the scope of the claimed
invention.
[0134] As described above, according to the game system, a game
status changes according to predictions, which makes it complicated
for the players to make predictions and which makes players enjoy
the game to a much greater extent. Therefore, there can be provided
a game system which makes players enjoy a game further by means of
making it complicated for the players to make predictions.
* * * * *