AU2009200672A1 - Horse race gaming machine - Google Patents

Horse race gaming machine Download PDF

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Publication number
AU2009200672A1
AU2009200672A1 AU2009200672A AU2009200672A AU2009200672A1 AU 2009200672 A1 AU2009200672 A1 AU 2009200672A1 AU 2009200672 A AU2009200672 A AU 2009200672A AU 2009200672 A AU2009200672 A AU 2009200672A AU 2009200672 A1 AU2009200672 A1 AU 2009200672A1
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Prior art keywords
player
racing game
owner
horse
minimum unit
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AU2009200672A
Inventor
Kazuo Okada
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Aruze Gaming America Inc
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Aruze Gaming America Inc
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Description

Australian Patents Act 1990 - Regulation 3.2 ORIGINAL COMPLETE SPECIFICATION STANDARD PATENT Invention Title Horse race gaming machine The following statement is a full description of this invention, including the best method of performing it known to me/us: P/00/011 5102 1a CROSS-REFERENCE TO RELATED APPLICATIONS This application is based upon and claims a priority from the U. S. 5 Provisional Patent Application No. 61/035917 filed on March 12, 2008, the U. S. Provisional Patent Application No. 61/035934 filed on March 12, 2008 and the U. S. Provisional Patent Application No. 61/035947 filed on March 12, 2008, the entire contents of which are incorporated herein by reference. 10 BACKGROUND 1. Field of the Invention The present invention relates to a horse race gaming machine for executing racing games. 2. Description of Related Art [5 Conventionally, as one of gaming machines, there has been a horse race gaming machine for executing racing games, as described in US Patent No.4874177 or US Patent No.4199147, etc. In this respect, a horse race gaming machine installed in casinos is often a type of machine at which many players can play together. A horse race gaming !0 machine of this type resembles a table game in respect of its capacity to allow a number of players to play simultaneously. Accordingly, it would contribute very much to the management of casinos if a plurality of horse race gaming machines each having different denomination can be installed, as well as the table installed in casinos. 25 Yet, a horse race gaming machine is far more expensive than a table used for games. In addition, a horse race gaming machine takes a large space for installation or wiring. Accordingly, it is not easy to increase the number of horse race gaming machines, in contrast to tables used for games. 30 SUMMARY The present invention is made in light of the above, and it is an object of the present invention to provide a novel, unprecedented horse race gaming machine by 9 allowing players to play with different denominations. To achieve the object of the present invention, there is provided a horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a 5 player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and an input device with which a player inputs information used for progressing the horse racing game; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of: (1) determining .0 whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; and (2) changing, in the station at which the player who is determined to have become an owner of any one of the racehorses is playing, a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit. 5 Furthermore, according to another aspect of the present invention, there is provided a horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a 0 first minimum unit; an input device with which a player inputs information used for progressing the horse racing game; and a reader into which an IC card storing horse owner information related to an owner of the racehorse is inserted; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute, in the station where the IC card has been inserted into 25 the reader, processes of: (1) making the reader read out the horse owner information in the IC card; (2) determining whether or not a player who is playing at the station has become an owner of any one of the racehorses based on the horse owner information which is read out; and (3) changing a denomination used at the specifying device from the first minimum unit to a second minimum unit larger than the first 0 minimum unit if the player who is playing at the station is determined to have become an owner of any one of the racehorses. Furthermore, according to another aspect of the present invention, there is 3 provided a horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a 5 first minimum unit; an input device with which a player inputs information used for progressing the horse racing game; an issuing device for issuing an IC card storing horse owner information related to an owner of the racehorse; and a reader into which the IC card is inserted; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of' (1) 0 determining whether or not a player has become an owner of any one of the racehorses based on an input, made by the player using the input device; and (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing; (2-I) randomly generating racehorse information related to the racehorse whose owner is the player; (2-2) issuing through the issuing device an IC 5 card which stored the horse owner information including the racehorse information generated; (2-3) changing a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit if the IC card is inserted into the reader; and (2-4) changing the denomination used at the specifying device from the second minimum unit to the first minimum unit if the 0 IC card is taken out of the reader. Furthermore, according to another aspect of the present invention, there is provided a horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of 5 racehorses which are run in a current racing game in a denomination condition of a first minimum unit; an input device with which a player inputs information used for progressing the horse racing game; an issuing device for issuing an IC card storing horse owner information related to an owner of the racehorse; a reader into which the IC card is inserted; and a sub monitor on which gaming information related to the 0 horse racing game is displayed; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of' (1) determining whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; and (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing: (2- 1) randomly generating racehorse information related to the racehorse whose owner is the player; (2-2) issuing through the issuing device an 5 IC card which stored the horse owner information including the racehorse information generated; (2-3) displaying on the sub monitor a message asking whether to change a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit if the IC card is inserted to the reader; (2-4) determining whether to change from the first minimum unit to the 0 second minimum unit based on an input made by the player using the input device; (2-5) changing the denomination used at the specifying device from the first minimum unit to the second minimum unit if it is determined to change from the first minimum unit to the second minimum unit; and (2-6) changing the denomination used at the specifying device from the second minimum unit to the first minimum unit if the IC 5 card is taken out of the reader, if the denomination used at the specifying device has been changed from the first minimum unit to the second minimum unit. Furthermore, according to another aspect of the present invention, there is provided a horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a 0 specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and an input device with which a player inputs information used for progressing the horse racing game; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute :5 processes of: (1) determining whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; and (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing,: (2-1) determining whether or not the racehorse whose owner is the player is going to run in a current racing game; and (2-2) changing 0 a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit only for the current racing game if the racehorse whose owner is the player is determined to run in the current 5 racing game. Furthermore, according to another aspect of the present invention, there is provided a horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a 5 specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and an input device with which a player inputs information used for progressing the horse racing game; an entry limit limiting number of racehorses which can run in each racing game; and a processor which is programmed, for 0 progressing the horse racing game by controlling the plurality of stations, to execute processes of: (1) determining whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; and (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing: (2-1) accepting a race entry in a condition that an 5 acceptance is done in arrival order within the entry limit of the current racing game if the player has made the race entry of the racehorse whose owner is the player in the current racing game using the input device; (2-2) in the station at which the player who has made the race entry is playing, determining whether or not the racehorse whose owner is the player is going to run in a current racing game based on the 0 accepting result; and (2-3) changing a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit only for the current racing game if the racehorse whose owner is the player is determined to run in the current racing game. Furthermore, according to another aspect of the present invention, there is 5 provided a horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and an input device with which a player inputs information used 0 for progressing the horse racing game; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of: (I) changing, in the station at which the player who has become an 6 owner of any one of the racehorses by using the input device is playing, a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit. 5 BRIEF DESCRIPTION OF THE DRAWINGS FIG. I is a view showing characteristics of a horse race gaming machine of the first embodiment of the present invention and a flow chart diagram showing one example of game operations in the horse race gaming machine; FIG. 2 is a perspective view of the horse race gaming machine; [0 FIG. 3 is a perspective view of a station; FIG. 4 is a block diagram of a racing game unit; FIG. 5 is a block diagram of the station; FIG. 6 is a front view showing one example of a regular BET image displayed on a sub monitor; .5 FIG. 7 is a front view showing one example of the regular BET image displayed on the sub monitor; FIG. 8 is a front view showing one example of a high BET image displayed on the sub monitor; FIG. 9 is a front view showing one example of an owner image displayed on 0 the sub monitor; FIG. 10 is a front view showing one example of the owner image displayed on the sub monitor; FIG. I I is a front view showing one example of an entry-possible race image displayed on the sub monitor; 5 FIG. 12 is a front view showing one example of the entry-possible race image displayed on the sub monitor; FIG. 13 is a view showing one example of a data table; FIG. 14 is a view showing one example of a data table; FIG. 15 is a view showing one example of horse owner information; 0 FIG. 16 is a view showing one example of a data table; FIG. 17 is a flow chart diagram showing one example of game operations in the horse race gaming machine; 7 FIG. 18 is a flow chart diagram showing one example of an owner process; FIG. 19 is a flow chart diagram showing one example of an entry process; FIG. 20 is a view showing characteristics of a horse race gaming machine of the second embodiment of the present invention and a flow chart diagram showing one 5 example of game operations in the horse race gaming machine; FIG. 21 is a perspective view of the horse race gaming machine; FIG. 22 is a perspective view of a station; FIG. 23 is a block diagram of a racing game unit; FIG. 24 is a block diagram of the station; 0 FIG. 25 is a front view showing one example of a regular BET image displayed on a sub monitor; FIG. 26 is a front view showing one example of the regular BET image displayed on the sub monitor; FIG. 27 is a front view showing one example of a high BET image displayed on 5 the sub monitor; FIG. 28 is a front view showing one example of an owner image displayed on the sub monitor; FIG. 29 is a front view showing one example of the owner image displayed on the sub monitor; D FIG. 30 is a front view showing one example of an entry-possible race image displayed on the sub monitor; FIG. 31 is a front view showing one example of the entry-possible race image displayed on the sub monitor; FIG. 32 is a view showing one example of a data table; 5 FIG. 33 is a view showing one example of a data table; FIG. 34 is a view showing one example of horse owner information; FIG. 35 is a view showing one example of a data table; FIG. 36 is a flow chart diagram showing one example of game operations in the horse race gaming machine; 0 FIG. 37 is a flow chart diagram showing one example of an owner process; FIG. 38 is a flow chart diagram showing one example of an entry process; FIG. 39 is a view showing characteristics of a horse race gaming machine of 8 the third embodiment of the present invention and a flow chart diagram showing one example of game operations in the horse race gaming machine; FIG. 40 is a perspective view of the horse race gaming machine; FIG. 41 is a perspective view of a station; 5 FIG. 42 is a block diagram of a racing game unit; FIG. 43 is a block diagram of the station; FIG. 44 is a front view showing one example of a regular BET image displayed on a sub monitor; FIG. 45 is a front view showing one example of the regular BET image 0 displayed on the sub monitor; FIG. 46 is a front view showing one example of a high BET image displayed on the sub monitor; FIG. 47 is a front view showing one example of an owner image displayed on the sub monitor; 5 FIG. 48 is a front view showing one example of the owner image displayed on the sub monitor; FIG. 49 is a front view showing one example of an entry-possible race image displayed on the sub monitor; FIG. 50 is a front view showing one example of the entry-possible race image 0 displayed on the sub monitor; FIG. 51 is a view showing one example of a data table; FIG. 52 is a view showing one example of a data table; FIG. 53 is a view showing one example of horse owner information; FIG. 54 is a view showing one example of a data table; 5 FIG. 55 is a flow chart diagram showing one example of game operations in the horse race gaming machine; FIG. 56 is a flow chart diagram showing one example of an owner process; FIG. 57 is a flow chart diagram showing one example of an entry process; FIG. 58 is a flow chart diagram showing one example of game operations in 0 the horse race gaming machine; and FIG. 59 is a flow chart diagram showing one example of game operations in the horse race gaming machine.
9 DETAILED DESCRIPTION [1. Characteristics of a Horse Race Gaming Machine (the First Embodiment)] In the following, a description is made on the first embodiment of the present 5 invention with reference to drawings. FIG. 2 is a perspective view of a horse race gaming machine 10001 that is one embodiment of the present invention. As shown in FIG. 2, the horse race gaming machine 10001 of this embodiment has a main monitor 10021 and a plurality of stations 10101. The main monitor 10021 displays images of a horse racing game. 0 Players being seated at the respective stations 10101 can respectively participate in this horse racing game. The players being seated at the respective stations 10101 participate in this horse racing game by forecasting a result of each racing game of the horse racing game and performing BET operations. Namely, a horse racing game is constituted of a number of racing games that are intermittently executed in a 5 sequential manner. FIG. 3 is a perspective view of the station 10101. A sub monitor 10113 or a touch panel 10114 that each station 10101 is provided with is used to perform BET operations. In this respect, in the horse race gaming machine 10001 of this embodiment, betting on racing game result can be performed before or during the racing game. D FIG. I is a view showing characteristics of the horse race gaming machine 10001 of this embodiment and a flow chart diagram showing one example of game operations in the horse race gaming machine 10001. In the horse race gaming machine 10001 of this embodiment, when a regular denomination process of S10201 is executed, a regular BET image for a player to perform BET operations to a racing 5 game is displayed on a sub monitor 10 113 of a station 10101 (refer to FIG. 6 below and FIG. 7 below). In the meantime, when a high denomination process of S10208 is executed, a high BET image is displayed instead of the regular BET image (refer to FIG. 7 below) on the sub monitor 10113 of the station 10101 (refer to FIG. 8 below). "2" is the minimum bet amount which can be specified in the high BET image (refer 0 to FIG. 8 below). Alternatively, "1" is the minimum bet amount which can be specified in the regular BET image (refer to FIG. 6 below and FIG. 7 below). In other words, the denomination of the high BET image (refer to FIG. 8 below) is twice the 10 denomination of the regular BET image (refer to FIG. 6 below and FIG. 7 below). However, the following condition should be satisfied in order to have the high denomination process of S10208 executed. (1) The player has become an owner of any racehorse (S10202: YES or S10204: 5 YES). [2. Appearance of a Horse Race Gaming Machine (the First Embodiment)] As shown in FIG. 2, the horse race gaming machine 10001 of this embodiment has the main monitor 10021, speakers 10022, a display device 10023, the plurality of stations 10101, etc. The main monitor 10021 displays images of a horse racing game, .0 etc. The speakers 10022 output sound of a horse racing game, etc. The display device 10023 displays information about games in general. As shown in FIG. 3, in each station 10101, a cabinet 10111 is provided with a chair 10112, the sub monitor 10113, the touch panel 10114, a bill identifying device 10115, a ticket printer 10116, an IC card issuing device 10 117, a reader/writer 10118, etc. 5 A player sits on the chair 10112. The sub monitor 10113 displays BET images described later, etc. The touch panel 10114 is provided on the screen of the sub monitor 10113. When the player performs the BET operations utilizing the regular BET image described later or the high BET image described later or the player performs specific operations utilizing an owner image described later or an 0 entry-possible race image described later, the touch panel 10114 is used. The bill identifying device 10115 not only identifies whether or not a bill is appropriate but also receives legitimate bills into the cabinet 10111. Then, bills inserted into the cabinet 10111 are converted into the number of coins, and the credit amount that corresponds to the converted number of coins is added as the player's own 5 credit amount. The bill identifying device 10115 is also configured to be capable of reading bar coded tickets described later. The ticket printer 10116 is a printer that prints on a ticket a bar code representative of coded data such as a player's own credit amount, date, identification number of the station 10101, etc. and outputs it as a bar coded ticket. A player can 0 have the outputted bar coded ticket read by other station 10101 and play at this other station 10101, or use it for any procedure in predetermined places in a game arcade. The IC card issuing device 10117 is a device that issues an IC card 10119 (refer 11 to FIG. 5 below) on which horse owner information 10501 (refer to FIG. 15 below) is stored. The IC card 10119 (refer to FIG. 5 below) is inserted into the reader/writer 10118. [3. Example of Configuration of a Racing Game Unit (the First Embodiment)] 5 A racing game unit is an opposite concept of each station 10101 and constitutes a core of the horse race gaming machine 10001 of this embodiment. FIG. 4 is a block diagram of a racing game unit 10011. As shown in FIG. 4, the racing game unit 10011 is composed of a main control unit 10012, the main monitor 10021, the speakers 10022, the display device 10023, a switch 10024, an external memory device .0 10025, etc. The main control unit 10012 and external memory device 10025 are provided separately from the main monitor 10021, the speakers 10022, or the display device 10023. Although the switch 10024 is annexed to the main control unit 10021, it may be provided individually. The main control unit 10012 is generally composed of a microcomputer 10045 5 as the kernel comprising a CPU 10041, a RAM 10042, a ROM 10043 and a bus 10044 for transferring data mutually between these elements. The RAM 10042 and the ROM 10043 are connected to the CPU 10041 via the bus 10044. The RAM 10042 is a memory for temporarily storing a variety of data which have been operated in the CPU 10041. The ROM 10043 stores various types of programs, data tables or the like for executing 0 necessary processes to control the horse race gaming machine 10001. An image processing circuit 10031 is connected to the microcomputer 10045 via an I/O interface 10046. The image processing circuit 10031 is connected to the main monitor 10021 and controls driving of the main monitor 10021. The image processing circuit 10031 is composed of a program ROM, an image ,5 ROM, an image control CPU, a work RAM, a VDP (video display processor), and a video RAM, etc. And in the program ROM, an image control program related to display on the main monitor 10021, and various selection tables are stored. And, in the image ROM, dot data to form images and the like, for example dot data to form images displayed on the main monitor 10021, are stored. And, based on parameters 0 set by the microcomputer 10045, the image control CPU determines the images displayed on the main monitor 10021 among the dot data stored beforehand in the image ROM, according to the image control program stored beforehand in the program 12 ROM. And, the work RAM works as a temporary memory when the image control program is executed in the image control CPU. And the VDP forms image data corresponding to display contents determined by the image control CPU. And the VDP outputs the image data formed thereby to the main monitor 10021. And the 5 video RAM works as a temporary memory when the images are formed by the VDP. A sound circuit 10032 is connected to the microcomputer 10045 via the 1/0 interface 10046. The speakers 10022 are connected to the sound circuit 10032 and are arranged on both lateral sides of the main monitor 10021. The speakers 10022 output various types of effect sound, BGM, etc. when various types of effect are performed, by 0 being subjected to output control by the sound circuit 10032 based on a drive signal from the CPU 10041. A display device driving circuit 10033 is connected to the microcomputer 10045 via the I/O interface 10046. The display device 10023 is connected to the display device driving circuit 10033. The display device 10023 is disposed on the upper side of 5 the main monitor 10021 and displays information about games in general, by being subjected to display control by the display device driving circuit 10033 based on a drive signal from the CPU 10041. A switch circuit 10034 is connected to the microcomputer 10045 via the I/O interface 10046. The switch 10024 is connected to the switch circuit 10034 and is 0 arranged in the lower part of the main monitor 10021. The switch 10024 inputs an instruction by an operator's setting operation into the CPU 10041 based on a switch signal from the switch circuit 10034. The external memory device 10025 is connected to the microcomputer 10045 via the I/O interface 10046. The external memory device 10025 is arranged in the :5 periphery of the main monitor 10021 and has capability similar to the image ROM in the image processing circuit 10031, by storing dot data for forming images, such as dot data for forming images on the main monitor 10021. Thus, when determining any image to be displayed on the main monitor 10021, the image control CPU in the image processing circuit 10031 adds the dot data stored in advance in the external memory 0 device 10025 to a target of the determination. A communication interface 10036 is connected to the microcomputer 10045 via the I/O interface 10046. A sub control unit 10102 of each station 10101 is connected to the communication interface 10036. This enables bidirectional communication between the CPU 10041 and each station 10101. The CPU 1041 can receive and transmit a command, request and data from/to each station 10101 via the communication interface 10036. Therefore, in the horse race gaming machine 10001, 5 the main control unit 10012 controls progress of the horse racing game in cooperation with each station 10101. [4. Example of Configuration of a Station (the First Embodiment)] FIG. 5 is a block diagram of a station 10101. As shown in FIG. 5, the station 10101 is composed of the sub control unit 10102, the sub monitor 10113, the touch panel .0 10114, the bill identifying device 10115, the ticket printer 10116, the IC card issuing device 10 117, the reader/writer 10 118, etc. The sub control unit 10102 is generally composed of a microcomputer 10135 as the kernel comprising a CPU 10131, a RAM 10132, a ROM 10133 and a bus 10134 for transferring data mutually between these elements. The RAM 10132 and the ROM 5 10133 are connected to the CPU 10131 via the bus 10134. The RAM 10132 is a memory for temporarily storing a variety of data which have been operated in the CPU 10131. The ROM 10133 stores various types of programs, data tables or the like for executing necessary processes to control the horse race gaming machine 10001. 0031A] A sub monitor driving circuit 10121 is connected to the microcomputer 10135 0 via an I/O interface 10136. The sub monitor 10113 is connected to the sub monitor driving circuit 10121. The sub monitor driving circuit 10121 controls driving of the sub monitor 10113 based on a drive signal from the aforementioned racing game unit 10011. The sub monitor driving circuit 10121 has also similar configuration and capabilities to the image processing circuit 10031 as shown in FIG. 4 above, and 25 controls driving of the sub monitor 10113 so that the regular BET image, the high BET image, the owner image or the entry-possible race image described later are displayed. A touch panel driving circuit 10122 is connected to the microcomputer 10135 via the I/O interface 10136. The touch panel 10114 is connected to the touch panel driving circuit 10122 and is arranged on the screen of the sub monitor 10113. The 0 touch panel 10114 inputs an instruction into the CPU 10131 through touch operation of a player (touch position), based on a coordinate signal from the touch panel driving circuit 10122.
14 A bill identifying driving circuit 10123 is connected to the microcomputer 10135 via the I/O interface 10136. The bill identifying device 10115 is connected to the bill identifying driving circuit 10123. The bill identifying device 10115 identifies whether or not a bill or a bar coded ticket is appropriate. When receiving a legitimate bill, the 5 bill identifying device 10115 inputs a value of the bill into the CPU 10131 based on an identification signal from the bill identifying driving circuit 10123. In addition, when receiving a legitimate bar coded ticket, the bill identifying device 10115 inputs a credit amount, etc. recorded on the bar coded ticket into the CPU 10131 based on an identification signal from the bill identifying driving circuit 10123. 0 A ticket printer driving circuit 10124 is connected to the microcomputer 10135 via the I/O interface 10136. The ticket printer 10116 is connected to the ticket printer driving circuit 10124. The ticket printer 10116 prints on a ticket a bar code representative of coded data such as owned credit amount, etc., stored in the RAM 10 132, and outputs it as a bar coded ticket, by being subjected to output control by the 5 ticket printer driving circuit 10124 based on a drive signal to be outputted from the CPU 10131. The IC card issuing device 10117 is connected to the microcomputer 10135 via the I/O interface 10136. With an output controlled based on a drive signal to be outputted from a CPU 10131, the IC card issuing device 10117 issues an IC card 10119 3 that stores data such as horse owner information 10501 (refer to FIG. 15 below), etc. The reader/writer 10118 is connected to the microcomputer 10135 via the I/O interface 10136. With a drive controlled based on a drive signal to be outputted from the CPU 10131, the reader/writer 10118 inputs information read from an IC card 10119 into CPU 10131 or stores various types of information such as horse owner information 5 10501 (refer to FIG. 15 below) into an IC card 10119. A communication interface 10125 is connected to the microcomputer 10135 via the I/O interface 10136. The main control unit 10012 of the racing game unit 10011 is connected to the communication interface 10125. This enables bidirectional communication between the CPU 10131 and the racing game unit 10011. The CPU 0 10131 can receive and transmit a command, request and data from/to the racing game unit 10011 via the communication interface 10125. Therefore, in the horse race gaming machine 10001, the sub control unit 10102 controls progress of the horse racing game in cooperation with the racing game unit 10011. [5. Example of Game Operations of a Horse Race Gaming Machine (the First Embodiment) I In the following, a description is made on an example of game operations of 5 the horse race gaming machine 10001 of this embodiment. FIG. 17 is a flow chart diagram showing one example of game operations in the horse race gaming machine 10001 of this embodiment. It is to be noted that respective stations 10101 perform similar game operations respectively in cooperation with the racing game unit 10011. In order to avoid any complication, however, only one station 10101 is shown in FIG. o 17. The racing game unit 10011 performs respective operations from SI1001 to S11006. First, in SI 1001, the main control unit 10012 executes a racing game preparation process. In this process, for this racing game which constitutes a horse 5 racing game, the CPU 10041 determines a track, starter horse, start time, etc, and reads data on them from the ROM 10043. In SI 1002, the main control unit 10012 transmits racing game information. In this transmission, the CPU 10041 transmits respective data on the track, starter horse, start time, etc. of this racing game to each station 10101, as racing game information. 0 In SI 1003, the main control unit 10012 determines whether or not the present time is race start time of the racing game. In this determination, the CPU 10041 checks time until the time to start this racing game is reached (S] 1003: NO). The CPU 10041 may also determine whether or not the present time is the time to start this racing game, by timing an interval from the last racing game. 25 When the time to start this racing game is reached (S 11003: YES), the process proceeds to S 11004 and the main control unit 10012 executes a racing game display process. In this process, based on the determination in SI 1001 above, the CPU 10041 not only displays race images of this racing game on the main monitor 10021 but also outputs sound of this racing game from the speakers 10022. 0 In SI 1005, the main control unit 10012 executes a racing game result process. In this process, the CPU 10041 calculates a payout amount of the respective stations 10101, based on the racing game result in S11004 above and BET information I b transmitted by the respective stations 10101 in S10105 below, etc. In SI 1006, the main control unit 10012 transmits racing game payout information. In this transmission, the CPU 10041 transmits to the respective corresponding stations 10101 respective payout amounts, etc. in SI1005 above, as 5 racing game payout information. Thereafter, similar processes are also repeated in the next racing game. Meanwhile, in the respective stations 10101. respective operations of S1010 to S 0107 are performed. First, in S10101, the sub control unit 10102 executes a BET image display 0 process. The respective stations 10101 execute the BET image display process based on the flow chart of FIG. I. First, in S10201, the sub control unit 10102 executes a regular denomination process. In this process, the CPU 10131 displays a regular BET image of this racing game on the sub monitor 10113, based on the data related to the racing game 5 information transmitted by the racing game unit 10011 in SI 1002 above. FIG. 6 shows one example of the regular BET image displayed on the sub monitor 10113. As shown in FIG. 6, in a regular BET image displayed on the screen of the sub monitor 10113 covered by the light transmissive colorless touch panel 10114 are provided a horse number display area 10201, a horse name display area 10202, a basic 0 power display area 10203 that displays speed and stamina by a bar graph, a performance display area 10204 that displays orders of arrival in last five races, a brief comment display area 10205 that displays the condition of this racing game by an arrow, a betting ticket purchase button display area 10206 where a betting ticket purchase button of a quinella-type bet in which a player randomly picks a combination 25 of horse numbers that will finish in the first place and in the second place in order to win, odds or BET amounts are displayed together, etc. In addition, in the regular BET image are provided a help button 10211, a time display area 10212, a I BET button 10213A, a 5 BET button 10214A, a 10 BET button 10215A, a 50 BET button 10216A, a cancel button 10217, a CASHOUT button 10218, a 0 BET amount display area 10219, a payout amount display area 10220, a credit amount display area 10221, a betting ticket type switch button 10222, an owner button 10232, an entry point display area 10231, etc.
17 The help button 10211 is a button that a player touches to display a method of BET operation, etc. on the sub monitor 10113. The time display area 10212 displays BET time in terms of the remaining time. The I BET button 10213A is a button that a player touches to set so that "I" is added to the present BET amount. The 5 BET 5 button 10214A is a button that a player touches to set so that "5" is added to the present BET amount. The 10 BET button 10215A is a button that a player touches to set so that "10" is added to the present BET amount. The 50 BET button 10216A is a button that a player touches to set so that "50" is added to the present BET amount. Accordingly, the denomination of the regular BET image is "1" . In other words, the 0 minimum bet amount that a player can specify in the regular BET image is "1" The cancel button 10217 is a button that a player touches to cancel the setting of addition to the BET amount. The CASHOUT button 10218 is a button that a player touches to be paid out the number of coins corresponding to a player's own credit amount in bar coded tickets printed by the ticket printer 10116. The BET 5 amount display area 10219 displays the total BET amount that a player sets for this racing game. The payout amount display area 10220 displays a payout amount of this racing game. The credit amount display area 10221 displays a player's own credit amount. Touching any of the betting ticket purchase buttons within the betting ticket 0 purchase button display area 10206 after touching any of the respective BET buttons 10213A, 10214A, 10215A, and 10216A, a player can perform the BET operation of the quinella-type bet. For example, if a player touches the betting ticket purchase button for "1-2" in the betting ticket purchase button display area 10206 after touching the 10 BET button 10215A, the player can set addition of "10" to the present BET amount for 5 a combination of No.1 and No.2, as a combination of horse numbers that the player forecasts will finish in the first or second places in no particular order. The present BET amount for respective combinations of horse numbers are displayed next to the betting ticket purchase buttons corresponding to the respective combinations. Although the regular BET image shown in FIG. 6 is for the quinella-type bet, 0 such respective types of betting as win, place, bracket quinella, quinella place, exacta, trio, trifecta, etc. are also available, and every time a player touches the betting ticket type switch button 10222, the regular BET image changes to a regular BET image of a different type. Various data in the regular BET image such as horse names and odds, etc. is included in data on the racing game information transmitted by the racing game unit 100 11 in SI1002 above. 5 The owner button 10232 is a button that a player touches when he/she wants to purchase a racehorse. The entry point display area 10231 displays entry points owned by a player. Returning to FIG. 1, in S10202, the sub control unit 10102 determines whether or not a race entry has been made. In this determination, the CPU 10131 makes a 0 determination based on the data related to race entry information stored in the RAM 10132, etc. described later. Then, if the race entry has been made (S10202: YES), the process proceeds to S10205 below. In this case (S10202: YES), the player is an owner of any racehorse. The player has also made the race entry of his/her own racehorse in any racing game. In contrast, if the race entry has not been made (S 10202: NO), the 5 process proceeds to S 10203. In S 10203, the sub control 10102 determines whether or not an IC card 10119 is inserted into the reader/writer 10118. In this determination, the CPU 10131 makes a determination based on the data on whether or not there is an IC card 10119 transmitted by the reader/writer 10118, etc. Now if an IC card 10119 is not inserted 0 into the reader/writer 10118 (S203: NO), the process proceeds to S10210 below. In contrast, if an IC card 10119 is inserted into the reader/writer 10118 (S10203: YES), the process proceeds to S 10204. In S 10204, the sub control unit 10102 determines whether or not a player is an owner of any racehorse. In this determination, the CPU 10131 makes a determination ,5 based on the data on horse owner information 10501 (refer to FIG. 15 below) stored in the RAM 10132 or an IC card 10119, etc. The horse owner information 10501 (refer to FIG. 15 below) stored in an IC card 10119 is read out by the reader/writer 10118 and inputted into the CPU 10131. Now, if a player is not an owner of any racehorse (S10204: NO), the process proceeds to S10210 below. In contrast, if the player is an 0 owner of any racehorse (S10204: YES), the process proceeds to S10205. In S10205, the sub control unit 10102 executes a sub monitor display process. In this process, the CPU 10131 changes the regular BET image being displayed on the I Z) sub monitor 10113 to a regular BET image as shown in FIG. 7. In other words, a denomination button 10233 is synthesized and displayed on the regular BET image as shown in FIG. 6. The denomination button 10233 includes a regular button and a high button. 5 In S10206, the sub control unit 10102 determines whether or not a player has touched the regular button. In this determination, based on a coordinate signal from the touch panel driving circuit 10122, the CPU 10131 determines whether or not the player has touched the regular button included in the denomination button 10233. Now, if the player has touched the regular button (S10206: YES), the process proceeds .0 to S10210 below. In contrast, if the player has not touched the regular button (S10206: NO), the process proceeds to S10207. In S10207, the sub control unit 10102 determines whether or not the player has touched the high button. In this determination, based on a coordinate signal from the touch panel driving circuit 10122, the CPU 10131 determines whether or not the player 5 has touched the high button included in the denomination button 10233. Now, if the player has not touched the high button (S10207: NO), the process returns to S10206 above. In contrast, if the player has touched the high button (S10207: YES), the process proceeds to S 10208. In other words, the respective determination processes of S10206 and S10207 0 above are repeated until the player touches either the regular button or the high button included in the denomination button 10233. However, similar to the determination process in S10103 below, the sub control unit 10102 determines whether or not the BET time has elapsed even while the respective determination processes of S10206 and S10207 above are being repeated. If the sub control unit 10102 determines 25 that the BET time has elapsed before the player touches either the regular button or the high button included in the denomination button 10233, the process is forced to proceed to S10210 below. In S10208, the sub control unit 10102 executes a high denomination process. In this process, the CPU 10131 displays a high BET image of this racing game on the 0 sub monitor 10113. FIG. 8 shows one example of the high BET image displayed on the sub monitor 10113. In the high BET image are provided a 2 BET button 10213B, a 10 BET button zu 10214B, a 20 BET button 10215B, and a 100 BET button 10216B. Thus, in the high BET image, the bet amounts of the respective BET buttons are twice as large as those in the regular BET image (refer to FIG. 6 and FIG. 7 above). Accordingly, the denomination of the high BET image is "2" . In other words, the minimum bet 5 amount that a player can specify in the high BET image is "2" . In contrast, the minimum bet amount that a player can specify in the regular BET image (refer to FIG. 6 and FIG. 7 above) is "1" . Accordingly, the denomination of the high BET image is twice the denomination of the regular BET image (refer to FIG. 6 and FIG. 7 above). In addition, in the high BET image are provided a race button 10234 or a .0 message display area 10235. The race button 10234 is a button that a player touches when he/she wishes to make a race entry of his/her own racehorse in a racing game. The message display area 10235 displays a message ("ODDS x 2") indicating that odds will be twice as large as those in the regular BET image (refer to FIG. 6 and FIG. 7 above). .5 Except for these points, the high BET image is same as the regular BET image (refer to FIG. 6 above), and thus details thereof are omitted. In S10209, the sub control unit 10102 executes a high odds process. In this process, the CPU 10131 stores in the RAM 10132 the data showing that the odds are doubled, in order to have it included in BET information to be transmitted to the D racing game unit 100 11 in S10 05 below. In S10210, the sub control unit 10102 executes an image control process. In this process, the CPU 10131 performs necessary other display controls over the regular BET image or the high BET image displayed on the sub monitor 10113. Thereafter, the process proceeds to S 10102 of FIG. 6. 25 Returning to FIG. 17, in S10102, the sub control unit 10102 executes a BET operation acceptance process. In this process, based on a coordinate signal from the touch panel driving circuit 10122, the CPU 10131 identifies the content of the player' s BET operation for this racing game and stores it in the RAM 10132. The CPU 10131 also checks time when each BET operation is performed and stores it in the RAM 30 10132. The CPU 10131 reflects the content of the player' s BET operation in the display of the BET images of the sub monitor 10113. In S10103, the sub control unit 10102 determines whether or not the BET time 21 has elapsed. In this determination, the CPU 10131 checks time until the BET time has elapsed. The BET time is computed by the CPU 10131 based on the data on the racing game information transmitted by the racing game unit 10011 in SI 1002 above, and begins before this racing game starts and ends at predetermined timing while this 5 racing game is in progress. In addition, the sub control unit 10102 may determine that the BET time has elapsed, when the remaining time displayed in the time display area 10212 on the regular BET image or the high BET image of the sub monitor 10113 runs out. Till the BET time elapses (S 10103: NO), the sub control unit 10102 returns to 0 S10102 above, and continues with the BET operation acceptance process. When the BET time has elapsed (S10103: YES), the process proceeds to S10104 and the sub control unit 10102 determines whether or not there is a BET. In this determination, the CPU 10131 determines whether or not there is a BET setting for this racing game based on what is stored in S10102 above. 5 Only when the sub control unit 10102 determines that there is a BET (S 10104: YES), the process proceeds to Sl0105 and the sub control unit 10102 transmits BET information. In this transmission, the CPU 10131 transmits to the racing game unit 10011 the data on the memory content in S10209 or S10102 above, as BET information. In S10106, the sub control unit 10102 executes an entry point increasing 0 process. In this process, the CPU 10131 updates the player' s own entry points stored in the RAM 10132, by adding points corresponding to the content of the player' s BET operation on this racing game to the player' s own entry points. The added entry points are equal to a certain proportion of the total BET amount the player sets for this racing game. The CPU 10131 displays the entry points after the addition in the !5 entry point display area 10231 on the regular BET image or the high BET image of the sub monitor 10113. In S10107, the sub control unit 10102 executes a racing game payout process. In this process, based on the data on the racing game payout information transmitted by the racing game unit 10011 in S 11006 above, the CPU 131 updates not only the 0 player' s own credit amount stored in the RAM 10132, but also the display in the payout amount display area 10220 or the credit amount display area 10221 on the regular BET image or the high BET image of the sub monitor 10113.
[6. Example of Operations for Becoming a Racehorse Owner (the First Embodiment)] In the following, an example of operations for becoming a racehorse owner in the horse race gaming machine 10001 of this embodiment is described. FIG. 18 is a flow chart diagram showing one example of an owner process. 5 In the respective stations 10101, triggered by a player's touching the owner button 10232 on the regular BET image or the high BET image of the sub monitor 10113, the owner process is executed based on the flow chart of FIG. 18. First, in S10301, the sub control unit 10102 determines whether or not the player has touched the owner button 10232. In this determination, the CPU 10131 .0 determines whether or not the player has touched the owner button 10232, based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has not touched the owner button 10232 (S10301: NO), this owner process terminates. In contrast, if the player has touched the owner button 10232 (S10301: YES), the process proceeds to S10302. .5 In S 10302, the sub control unit 10102 executes an owner image display process. In this process, the CPU 10131 displays an owner image on the sub monitor 10113 based on the data on owner image information received through bidirectional communication with the racing game unit 10011. FIG. 9 shows one example of the owner image displayed on the sub monitor 10113. 0 As shown in FIG. 9, in the owner image displayed on the sub monitor 10113 covered by the light transmissive colorless touch panel 10 114 are provided a racehorse page display area 10301, a previous page button 10303, a next page button 10304, a purchase button 10305, a cancel button 10306 and a message display area 10307, etc. Three racehorse designation buttons 10302A, 10302B, and 10302C are provided 25 in the racehorse page display area 10301. The respective racehorse designation buttons 10302A, 10302B, and 10302C display videos of racehorses that a player can purchase and their respective designation numbers. A player can designate a racehorse that he/she wishes to purchase, by touching each racehorse designation button 10302A, 10302B and 10302C. 0 In the racehorse page display area 10301, video of the 3 racehorses that a player can purchase is displayed. If the number of racehorses that a player can purchase is more than 3, a plurality of the racehorse page display areas 10301 will be 2~3 generated. By touching the previous page button 10303 or the next page button 10304, a player can display any of the plurality of racehorse display areas 10301 on the owner image of the sub monitor 10113. It is to be noted that the data on racehorses that a player can purchase is 5 included in the owner image information received through bidirectional communication with the racing game unit 10011 in S10302 above. The purchase button 10305 is a button that a player touches when determining a purchase of the designated racehorse. The cancel button 10306 is a button that a player touches when aborting a purchase of a racehorse. The message .0 display area 10307 displays the message "REQUIRED 20 CREDITS TO PURCHASE A RACEHORSE" In S 10303, the sub control unit 10102 determines whether or not the player has the ability to pay. As shown in the message displayed in the message display area 10307, in this embodiment, 20 credits are required to purchase a racehorse. Therefore, 5 in this determination, the CPU 10131 determines that the player has the ability to pay if the player' s own credit amount stored in the RAM 10132 is not less than 20 credits. If the player has no ability to pay (S10303: NO), this owner process terminates. In contrast, if the player has the ability to pay (S10303: YES), the process proceeds to S10304. 0 In S10304, the sub control unit 10102 executes an owner ' s operation acceptance process. In this process, the CPU 10131 identifies the content of the player' s BET operation in the owner image of the sub monitor 10113, based on a coordinate signal from the touch panel driving circuit 10122, and stores it in the RAM 10132. The CPU 10131 reflects the content of the player' s BET operation in the 5 display of the owner image of the sub monitor 10113. In S10305, the sub control unit 10102 determines whether or not the player has touched the cancel button 10306. In this determination, the CPU 10131 determines whether or not the player has touched the cancel button 10306 based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has touched the 0 cancel button 10306 (S10305: YES), this owner process terminates. In contrast, if the player has not touched the cancel button 10306 (S10305: NO), the process proceeds to S10306.
24 In S 10306, the sub control unit 10102 determines whether or not the player has touched the purchase button 10305. In this determination, the CPU 10131 determines whether or not the player has touched the purchase button 10305 based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has 5 not touched the purchase button 10305 (S10306: NO), the process returns to S10302 above. In contrast, if the player has touched the purchase button 10305 (S10306: YES), the process proceeds to S10307. In S 10307, the sub control unit 10102 executes an owner information obtaining process. In this process, the CPU 10131 receives owner information through .0 bidirectional communication with the racing game unit 10011. This owner information includes data obtained as a result of causing the racing game unit 10011 to check whether or not the racehorse designated by the player is purchasable. If the racehorse is purchasable, the racing game unit 10011 puts the racehorse into purchase reserved state to prevent other player from purchasing the racehorse. 5 In the racing game unit 10011, the CPU 10041 controls respective racehorses by means of a character ID. For example, as per the data table shown in FIG. 13, the racehorses are associated with the character IDs. Such the table is stored in the RAM 10042 or the external memory device 10025, etc. In addition, by associating the character IDs with player IDs, the racing game 0 unit 10011 determines whether or not a racehorse is purchasable. For example, as per the data table shown in FIG. 14, the character IDs are associated with the player IDs. Such the data table is stored in the RAM 10042 or the external storage unit 10025, etc. By referring to an association between the character IDs and the player IDs, the racing game unit 10011 can also determine whether or not a player identified by 5 the player ID is an owner of any racehorse. In addition, in the purchase reserved state described above, in the data table as shown in FIG. 14, for example, the racing game unit 10011 controls so that the character ID of the racehorse to be reserved can only be associated with the player ID of the player of that particular reservation. In S10308, the sub control unit 10102 determines whether or not the racehorse 0 designated by the player is purchasable. In this determination, the CPU 10131 makes a determination based on the data on the owner information received in S10307 above. Now, if the racehorse designated by the player is not purchasable (S10308: NO), the zD process returns to S10302 above. In contrast, if the racehorse designated by the player is purchasable (S 10308: YES), the process proceeds to S 10309. In S10309, the sub control unit 10102 executes a payout process. In this process, by deducting credit amounts necessary for purchasing a racehorse from the 5 player' s own credit amount, the CPU 10131 updates not only the player' s own credit amount stored in the RAM 10132 but also the display in the credit amount display area 10221 on the regular BET image or high BET image of the sub monitor 10113. In S10310, the sub control unit 10102 executes an ownerships connections data generation process. In this process, the CPU 10131 generates a player ID according to 0 predetermined rules. However, if an IC card 10119 is inserted into the reader/writer 10118, the CPU 10131 uses the player ID included in horse owner information 10501 (refer to FIG. 15 below) of the IC card 10119. In addition, the CPU 10131 links a character ID of a racehorse of the purchase object with its player ID. In S10311, the sub control unit 10102 executes a character peculiar data 5 random generation process. In this process, using random numbers, the CPU 10131 generates character peculiar data on characters of a racehorse of the purchase object. In S10312, the sub control unit 10102 executes a horse owner information generation process. In this process, the CPU 10131 generates horse owner information 10501 as shown in FIG. 15. In the horse owner information 10501, the 0 character peculiar data generated in S10311 above is linked with the character ID and the player ID thereof that were linked to each other in S10310 above. In other words, the horse owner information 10501 includes the data 10502 on player ID generated in S10310 above, the data 10503 on the character ID of the racehorse of the purchase object, and the character peculiar data 10504 generated in S10311 above. 25 When the horse owner information 10501 is stored in the RAM 10132 by the CPU 10131, it is transmitted to the racing game unit 10011 at the same time. In the racing game unit 10011, the CPU 10041 stores the horse owner information 10501 in the RAM 10042 or the external memory device 10025, etc. In addition, in the racing game unit 10011, the CPU 10041 associates character IDs with player IDs based on the horse 30 owner information 10501. In S10313, the sub control unit 10102 executes an IC card issuing process. In this process, the CPU 10131 causes the IC card issuing device 10117 to issue an IC card 10119 storing the horse owner information 10501. In S10314, the sub control unit 10102 determines whether or not to continue operation in the owner image of the sub monitor 10113. Now, if a player touches any part of the owner image within a predetermined period of time from when the IC card 5 issuing device 10117 is caused to issue an IC card 10119, the CPU 10131 determines that the operation continues in the owner image of the sub monitor 10113. Therefore, in this determination, the CPU 10131 determines whether or not the player has touched any part of the owner image of the sub monitor 10113, based on a coordinate signal from the touch panel driving circuit 10122. Now, if the operation continues in 0 the owner image of the sub monitor 10113 (S10314: YES), the process returns to S10302 above. In contrast, if the operation does not continue in the owner image of the sub monitor 10113 (S10314: NO), this owner process terminates. In this respect, the CPU 10131 may be such configured that the process of this S10314 is implemented, by providing a continue button 10315 or a return button 10316 5 in the owner image of the sub monitor 10 113, as shown in FIG. 10. When this owner process terminates, the sub monitor 10113 returns to the condition before this owner process starts. Therefore, the sub monitor 10113 displays the regular BET image above or the high BET image above. [7. Example of Operations for Making a Race Entry of a Player' s Racehorse in a 0 Racing Game (the First Embodiment)] In the following, the example of operations for making a race entry of a player' s racehorse in a racing game in the horse race gaming machine 10001 according to this embodiment is described. FIG. 19 is a flow chart diagram showing one example of an entry process. 5 In the respective stations 10101, triggered by a player's touching the race button 10234 on the high BET image of the sub monitor 10113, the entry process is executed based on the flow chart of FIG. 19. First, in S10401, the sub control unit 10102 determines whether or not a player has touched the race button 10234. In this determination, the CPU 10131 determines 0 whether or not the player has touched the race button 10234 based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has not touched the race button 10234 (S10401: NO), this entry process terminates. In contrast, if the player has touched the race button 10234 (S10401: YES), the process proceeds to S10402. In S10402, the sub control unit 10102 executes an entry-possible race image display process. In this process, the CPU 10131 displays an entry-possible race image 5 on the sub monitor 10113, based on the data on entry-possible race image information received through bidirectional communication with the racing game unit 10011. FIG. I 1 and FIG. 12 show one example of the entry-possible race image displayed on the sub monitor 10113. As shown in FIG. 11, in the entry-possible race image displayed on the sub 0 monitor 10113 covered by the light transmissive colorless touch panel 10114 is provided an entry-possible race display area 10401, a player' s horse display area 10402, an entry button 10403, a cancel button 10404 and a message display area 10405, etc. In the entry-possible race display area 10401 is provided with respective columns for an entry possible race, a maximum entry, and a remaining entry. The 5 entry possible race column displays a name of a racing game in which a race entry of a racehorse is possible. Parts where those names are displayed are used as designation buttons 10401A, 10401B, 10401C, 10401D, 10401E, 10401F, and 10401G for a player to designate a racing game. The maximum entry column displays the number of racehorses that run in a racing game. The remaining entry column displays the 0 number of racehorses that can make a race entry in a racing game. The player' s horse display area 10402 displays racehorses whose owner is a player. Parts in which those racehorses are displayed are used as designation buttons 10402A, 10402B for a player to designate a racehorse. The data on the entry-possible race display area 10401 or the player' s horse 25 display area 10402 is included in the entry-possible race image information received through bidirectional communication with the racing game unit 10011 in S10402 above. The entry button 10403 is a button that a player touches when he/she wishes to make a race entry of a designated racehorse in a designated racing game. The cancel button 10404 is a button that the player touches to stop race entry. The 0 message display area 10405 displays a message "REQUIRED 20 CREDITS FOR A RACE ENTRY" . In S10403, the sub control unit 10102 determines whether or not the player has Zo the ability to pay. As per the message displayed in the message display area 10405, in this embodiment, 20 credits are required to make a race entry of one racehorse. Therefore, in this determination, the CPU 10131 determines that the player has the ability to pay when the player' s own credit amount stored in the RAM 10132 are not 5 less than 20 credits. If the player has no ability to pay (S10403: NO), this entry process terminates. In contrast, if the player has the ability to pay (S10403: YES), the process proceeds to S 10404. In S10404, the sub control unit 10102 executes a race operation acceptance process. In this process, the CPU 10131 identifies the content of the player' s 10 operation in the entry-possible race image of the sub monitor 10113, based on a coordinate signal from the touch panel driving circuit 10122 and stores it in the RAM 10132. The CPU 10131 reflects the content of the player' s operation in the display of the entry-possible race image of the sub monitor 10113. In S10405, the sub control unit 10102 determines whether or not the player has 15 touched the cancel button 10404. In this determination, the CPU 10131 determines whether or not the player has touched the cancel button 10404 based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has touched the cancel button 10404 (S10405: YES), this entry process terminates. In contrast, if the player has not touched the cancel button 10404 (S10405: NO), the process proceeds to 20 S10406. In S 10406, the sub control unit 10102 determines whether or not the player has touched the entry button 10403. In this determination, the CPU 10131 determines whether or not the player has touched the entry button 10403 based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has not touched 25 the entry button 10403 (S10406: NO), the process returns to S10402 above. In contrast, if the player has touched the entry button 10403 (S10406: YES), the process proceeds to S 10407. In S10407, the sub control unit 10102 executes an entry-possible race information obtaining process. In this process, the CPU 10131 receives entry-possible 30 race information through bidirectional communication with the racing game unit 10011. This entry-possible race information includes data as a result of causing the racing game unit 10011 to check whether or not a racehorse designated by the player 29 can make a race entry in a designated racing game. If the race entry is possible, the racing game unit 100 11 puts that race entry into a reserved state. In the racing game unit 10011, the CPU 10041 controls race entries of respective racing games by means of character IDs. For example, as per the data 5 table shown in FIG. 16, a racing game and character IDs are associated. Such the data table is stored in the RAM 10042 or the external memory device 10025, etc. In S10408, the sub control unit 10102 determines whether or not a racehorse designated by the player can make a race entry in a designated racing game. In this determination, the CPU 10131 makes a determination based on the data on the 0 entry-possible race information received in S10407 above. Now, if the racehorse designated by the player can make a race entry in the designated racing game (S10408: YES), the process proceeds to S10413 below. In contrast, if the racehorse designated by the player cannot make a race entry in the designated racing game (S 10408: NO), the process proceeds to S 10409. 5 In this embodiment, it is possible to forcibly make a race entry in a racing game designated by a player (refer to S10414 below) on the condition that the player pays 20 points from the player' s own entry points (refer to S10412 below), even though there is no longer any racehorse that can make a race entry in the racing game. 0 In S10409, the sub control unit 10102 executes a sub monitor display process. In this process, the CPU 10131 changes the entry-possible race image being displayed on the sub monitor 10131 to an entry-possible race image as shown in FIG. 12. In other words, instead of the entry button 10403, the cancel button 10404, and the message display area 10405 are provided a YES button 10413, a NO button 10414 and a 25 message display area 10415. The YES button 10413 is a button that the player touches to ensure race entry of a designated racehorse in a designated racing game. The NO button 10414 is a button that the player touches to stop race entry of a designated racehorse in a designated racing game. The message display area 10415 displays the message 30 "REQUIRED 20 POINTS FOR A RACE ENTRY" In S10410, the sub control unit 10102 determines whether or not the player has touched the NO button 10414. In this determination, the CPU 10131 determines 30 whether or not the player has touched the NO button 10414 based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has touched the NO button 10414 (S10410: YES), the process returns to S10402 above. Then, the CPU 10131 causes the racing game unit 10011 to cancel the reservation of the race entry 5 described above, by transmitting a control signal to the racing game unit 10011. In contrast, if the player has not touched the NO button 10414 (S10410: NO), the process proceeds to S10411. In S10411, the sub control unit 10102 determines whether or not the player has touched the YES button 10413. In this determination, the CPU 10131 determines ,0 whether or not the player has touched the YES button 10413, based on a coordinate signal from the touch panel driving circuit 10122. Now, if the player has not touched the YES button 10413 (S10411: NO), the process returns to S10410 above. In contrast, if the player has touched the YES button 10413 (S104 11: YES), the process proceeds to S10412. 5 In S10412, the sub control unit 10102 executes an entry point deduction process. In this process, by deducting from the player' s own entry points the points necessary to make a race entry in a racing game, the CPU 10131 updates not only the player' s own entry points stored in the RAM 10132 but also the display in the entry point display area 10231 on the high BET image of the sub monitor 10113. 0 In this respect, all of the player' s own entry points may be deducted. It is to be noted that the sub control unit 10102 skips a payout process of S10413 below, if this entry point deduction process is executed. In S10413, the sub control unit 10102 executes the payout process. In this process, by deducting credit amounts necessary for making a race entry in a racing 25 game from the player' .s own credit amount, the CPU 10131 updates not only the player' s own credit amount stored in the RAM 10132 but also the display in the credit amount display area 10221 on the high BET image of the sub monitor 10113. In S10414, the sub control unit 10102 executes a race entry process. In this process, when storing in the RAM 10132 race entry information including data on race 0 entry determination, etc. (data showing player IDs or character IDs, or determinations), the CPU 10131 simultaneously transmits it to the racing game unit 10011. In the racing game unit 10011, the CPU 10041 associates a racing game with a 31 character ID based on data on this information. In particular, if the player has paid 20 points from the player' s own entry points, a race entry in the racing game is forcibly done. The racing game unit 10011 may enable this forcible race entry by increasing the number of racehorses to run the racing game, or by replacing any of the 5 racehorses that have already been registered, with it. In S10415, the sub control unit 10102 determines whether or not operation continues in the entry-possible race image of the sub monitor 10113. Now, if the player touches any part of the entry-possible race image of the sub monitor 10113 within a predetermined period of time from when the player touched the YES button LO 10413, the CPU 10131 determines that the operation continues in the entry-possible race image of the sub monitor 10113. Thus, if the operation continues in the entry-possible race image of the sub monitor 10113 (S10415: YES), the process returns to S10402 above. In contrast, if the operation does not continue in the entry-possible race image of the sub monitor 10 113 (S10415: NO), this entry process terminates. .5 When this entry process terminates, the sub monitor 10113 returns to the condition before the entry process starts. Therefore, the sub monitor 10113 displays the high BET image above. [8. Others (the First Embodiment)] In addition, the present invention is not limited to the above first embodiment, 0 but various changes may be made without departing from its scope. For example, the characteristics of the present invention can be implemented even when configuration is such that the BET operations on a racing game result are limited to those before the racing game. [9. Characteristics of a Horse Race Gaming Machine (the Second Embodiment)] 25 In the following, a description is made on the second embodiment of the present invention with reference to drawings. FIG. 21 is a perspective view of a horse race gaming machine 20001 that is one embodiment of the present invention. As shown in FIG. 21, the horse race gaming machine 20001 of this embodiment has a main monitor 20021 and a plurality of 30 stations 20101. The main monitor 20021 displays images of a horse racing game. Players being seated at the respective stations 20101 can respectively participate in this horse racing game. The players being seated at the respective stations 20101 32 participate in this horse racing game by forecasting a result of each racing game of the horse racing game and performing BET operations. Namely, a horse racing game is constituted of a number of racing games that are intermittently executed in a sequential manner. FIG. 22 is a perspective view of the station 20101. A sub monitor 5 20113 or a touch panel 20114 that each station 20101 is provided with is used to perform BET operations. In this respect, in the horse race gaming machine 20001 of this embodiment, betting on racing game result can be performed before or during the racing game. FIG. 20 is a view showing characteristics of the horse race gaming machine .0 20001 of this embodiment and a flow chart diagram showing one example of game operations in the horse race gaming machine 20001. In the horse race gaming machine 20001 of this embodiment, when a regular denomination process of S20201 is executed, a regular BET image for a player to perform BET operations to a racing game is displayed on a sub monitor 20113 of a station 20101 (refer to FIG. 25 below and 5 FIG. 26 below). In the meantime, when a high denomination process of S20208 is executed, a high BET image is displayed instead of the regular BET image (refer to FIG. 26 below) on the sub monitor 20113 of the station 20101 (refer to FIG. 27 below). "2" is the minimum bet amount which can be specified in the high BET image (refer to FIG. 27 below). Alternatively, "1" is the minimum bet amount which can be 0 specified in the regular BET image (refer to FIG. 25 below and FIG. 26 below). In other words, the denomination of the high BET image (refer to FIG. 27 below) is twice the denomination of the regular BET image (refer to FIG. 25 below and FIG. 26 below). However, the following condition should be satisfied in order to have the high 25 denomination process of S20208 executed. (1) The player has become an owner of any racehorse (S20202: YES or S20204: YES). (2) The player has touched a high button within a denomination button 20233 in the regular BET image of the sub monitor 20113 (S20207: YES, refer to FIG. 26 30 below). The condition of above (1), specifically, may further require the following condition to be satisfied.
33 (3) An IC card 20119, which is issued when the player has become an owner of any racehorse, is inserted into a reader/writer 20118 (S20203: YES, refer to FIG. 24 below). [10. Appearance of a Horse Race Gaming Machine (the Second Embodiment)] As shown in FIG. 21, the horse race gaming machine 20001 of this embodiment has the main monitor 20021, speakers 20022, a display device 20023, the plurality of stations 20101, etc. The main monitor 20021 displays images of a horse racing game, etc. The speakers 20022 output sound of a horse racing game, etc. The display device 20023 displays information about games in general. ) As shown in FIG. 22, in each station 20101, a cabinet 20111 is provided with a chair 20112, the sub monitor 20113, the touch panel 20114, a bill identifying device 20115, a ticket printer 20116, an IC card issuing device 20117, the reader/writer 20118, etc. A player sits on the chair 20112. The sub monitor 20113 displays BET images described later, etc. The touch panel 20114 is provided on the screen of the sub 5 monitor 20113. When the player performs the BET operations utilizing the regular BET image described later or the high BET image described later or the player performs specific operations utilizing an owner image described later or an entry-possible race image described later, the touch panel 20114 is used. The bill identifying device 20115 not only identifies whether or not a bill is 3 appropriate but also receives legitimate bills into the cabinet 20111. Then, bills inserted into the cabinet 20111 are converted into the number of coins, and the credit amount that corresponds to the converted number of coins is added as the player's own credit amount. The bill identifying device 20115 is also configured to be capable of reading bar coded tickets described later. 5 The ticket printer 20116 is a printer that prints on a ticket a bar code representative of coded data such as a player's own credit amount, date, identification number of the station 20101, etc. and outputs it as a bar coded ticket. A player can have the outputted bar coded ticket read by other station 20101 and play at this other station 20101, or use it for any procedure in predetermined places in a game arcade. 0 The IC card issuing device 20117 is a device that issues an IC card 20119 (refer to FIG. 24 below) on which horse owner information 20501 (refer to FIG. 34 below) is stored. The IC card 20119 (refer to FIG. 24 below) is inserted into the reader/writer 34 20118. [1i. Example of Configuration of a Racing Game Unit (the Second Embodiment)] A racing game unit is an opposite concept of each station 20101 and constitutes a core of the horse race gaming machine 20001 of this embodiment. FIG. 5 23 is a block diagram of a racing game unit 20011. As shown in FIG. 23, the racing game unit 20011 is composed of a main control unit 20012, the main monitor 20021, the speakers 20022, the display device 20023, a switch 20024, an external memory device 20025, etc. The main control unit 20012 and external memory device 20025 are provided separately from the main monitor 20021, the speakers 20022, or the display .0 device 20023. Although the switch 20024 is annexed to the main control unit 20021, it may be provided individually. The main control unit 20012 is generally composed of a microcomputer 20045 as the kernel comprising a CPU 20041, a RAM 20042, a ROM 20043 and a bus 20044 for transferring data mutually between these elements. The RAM 20042 and the ROM 5 20043 are connected to the CPU 20041 via the bus 20044. The RAM 20042 is a memory for temporarily storing a variety of data which have been operated in the CPU 20041. The ROM 20043 stores various types of programs, data tables or the Like for executing necessary processes to control the horse race gaming machine 2000 1. An image processing circuit 20031 is connected to the microcomputer 20045 via 0 an I/O interface 20046. The image processing circuit 20031 is connected to the main monitor 20021 and controls driving of the main monitor 20021. The image processing circuit 20031 is composed of a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (video display processor), and a video RAM, etc. And in the program ROM, an image control program related to 25 display on the main monitor 20021, and various selection tables are stored. And, in the image ROM, dot data to form images and the like, for example dot data to form images displayed on the main monitor 20021, are stored. And, based on parameters set by the microcomputer 20045, the image control CPU determines the images displayed on the main monitor 20021 among the dot data stored beforehand in the 30 image ROM, according to the image control program stored beforehand in the program ROM. And, the work RAM works as a temporary memory when the image control program is executed in the image control CPU. And the VDP forms image data 35 corresponding to display contents determined by the image control CPU. And the VDP outputs the image data formed thereby to the main monitor 20021. And the video RAM works as a temporary memory when the images are formed by the VDP. A sound circuit 20032 is connected to the microcomputer 20045 via the I/O 5 interface 20046. The speakers 20022 are connected to the sound circuit 20032 and are arranged on both lateral sides of the main monitor 20021. The speakers 20022 output various types of effect sound, BGM, etc. when various types of effect are performed, by being subjected to output control by the sound circuit 20032 based on a drive signal from the CPU 20041. 3 A display device driving circuit 20033 is connected to the microcomputer 20045 via the 1/O interface 20046. The display device 20023 is connected to the display device driving circuit 20033. The display device 20023 is disposed on the upper side of the main monitor 20021 and displays information about games in general, by being subjected to display control by the display device driving circuit 20033 based on a drive 5 signal from the CPU 20041. A switch circuit 20034 is connected to the microcomputer 20045 via the I/O interface 20046. The switch 20024 is connected to the switch circuit 20034 and is arranged in the lower part of the main monitor 20021. The switch 20024 inputs an instruction by an operator's setting operation into the CPU 20041 based on a switch 0 signal from the switch circuit 20034. The external memory device 20025 is connected to the microcomputer 20045 via the I/O interface 20046. The external memory device 20025 is arranged in the periphery of the main monitor 20021 and has capability similar to the image ROM in the image processing circuit 20031, by storing dot data for forming images, such as dot 25 data for forming images on the main monitor 20021. Thus, when determining any image to be displayed on the main monitor 20021, the image control CPU in the image processing circuit 20031 adds the dot data stored in advance in the external memory device 20025 to a target of the determination. A communication interface 20036 is connected to the microcomputer 20045 via 30 the I/O interface 20046. A sub control unit 20102 of each station 20101 is connected to the communication interface 20036. This enables bidirectional communication between the CPU 20041 and each station 20101. The CPU 20041 can receive and 36 transmit a command, request and data from/to each station 20101 via the communication interface 20036. Therefore, in the horse race gaining machine 20001, the main control unit 20012 controls progress of the horse racing game in cooperation with each station 20101. 5 [12. Example of Configuration of a Station (the Second Embodiment)] FIG. 24 is a block diagram of a station 20101. As shown in FIG. 24, the station 20101 is composed of the sub control unit 20102, the sub monitor 20113, the touch panel 20114, the bill identifying device 20115, the ticket printer 20116, the IC card issuing device 20117, the reader/writer 20118, etc. 10 The sub control unit 20102 is generally composed of a microcomputer 20135 as the kernel comprising a CPU 20131, a RAM 20132, a ROM 20133 and a bus 20134 for transferring data mutually between these elements. The RAM 20132 and the ROM 20133 are connected to the CPU 20131 via the bus 20134. The RAM 20132 is a memory for temporarily storing a variety of data which have been operated in the CPU 20131. L5 The ROM 20133 stores various types of programs, data tables or the like for executing necessary processes to control the horse race gaming machine 20001. A sub monitor driving circuit 20121 is connected to the microcomputer 20135 via an I/O interface 20136. The sub monitor 20113 is connected to the sub monitor driving circuit 20121. The sub monitor driving circuit 20121 controls driving of the !0 sub monitor 20113 based on a drive signal from the aforementioned racing game unit 20011. The sub monitor driving circuit 20121 has also similar configuration and capabilities to the image processing circuit 20031 as shown in FIG. 23 above, and controls driving of the sub monitor 20113 so that the regular BET image, the high BET image, the owner image or the entry-possible race image described later are displayed. 25 A touch panel driving circuit 20122 is connected to the microcomputer 20135 via the I/O interface 20136. The touch panel 20114 is connected to the touch panel driving circuit 20122 and is arranged on the screen of the sub monitor 20113. The touch panel 20114 inputs an instruction into the CPU 20131 through touch operation of a player (touch position), based on a coordinate signal from the touch panel driving 30 circuit 20122. A bill identifying driving circuit 20123 is connected to the microcomputer 20135 via the I/O interface 20136. The bill identifying device 20115 is connected to the bill 6 1 identifying driving circuit 20123. The bill identifying device 20115 identifies whether or not a bill or a bar coded ticket is appropriate. When receiving a legitimate bill, the bill identifying device 20115 inputs a value of the bill into the CPU 20131 based on an identification signal from the bill identifying driving circuit 20123. In addition, when 5 receiving a legitimate bar coded ticket, the bill identifying device 20115 inputs a credit amount, etc. recorded on the bar coded ticket into the CPU 20131 based on an identification signal from the bill identifying driving circuit 20123. A ticket printer driving circuit 20124 is connected to the microcomputer 20135 via the I/O interface 20136. The ticket printer 20116 is connected to the ticket printer 0 driving circuit 20124. The ticket printer 20116 prints on a ticket a bar code representative of coded data such as owned credit amount, etc., stored in the RAM 20132, and outputs it as a bar coded ticket, by being subjected to output control by the ticket printer driving circuit 20124 based on a drive signal to be outputted from the CPU 20131. 5 The IC card issuing device 20117 is connected to the microcomputer 20135 via the I/O interface 20136. With an output controlled based on a drive signal to be outputted from a CPU 20131, the IC card issuing device 20117 issues an IC card 20119 that stores data such as horse owner information 20501 (refer to FIG. 34 below), etc. The reader/writer 20118 is connected to the microcomputer 20135 via the I/O 0 interface 20136. With a drive controlled based on a drive signal to be outputted from the CPU 20131, the reader/writer 20118 inputs information read from an IC card 20119 into CPU 20131 or stores various types of information such as horse owner information 20501 (refer to FIG. 34 below) into an IC card 20119. A communication interface 20125 is connected to the microcomputer 20135 via 25 the I/O interface 20136. The main control unit 20012 of the racing game unit 20011 is connected to the communication interface 20125. This enables bidirectional communication between the CPU 20131 and the racing game unit 20011. The CPU 20131 can receive and transmit a command, request and data from/to the racing game unit 20011 via the communication interface 20125. Therefore, in the horse race 30 gaming machine 20001, the sub control unit 20102 controls progress of the horse racing game in cooperation with the racing game unit 20011. [13. Example of Game Operations of a Horse Race Gaming Machine (the Second 38 Embodiment)] In the following, a description is made on an example of game operations of the horse race gaming machine 20001 of this embodiment. FIG. 36 is a flow chart diagram showing one example of game operations in the horse race gaming machine 5 20001 of this embodiment. It is to be noted that respective stations 20101 perform similar game operations respectively in cooperation with the racing game unit 20011. In order to avoid any complication, however, only one station 20101 is shown in FIG. 36. The racing game unit 20011 performs respective operations from S21001 to 0 S21006. First, in S21001, the main control unit 20012 executes a racing game preparation process. In this process, for this racing game which constitutes a horse racing game, the CPU 20041 determines a track, starter horse, start time, etc, and reads data on them from the ROM 20043. 5 In S21002, the main control unit 20012 transmits racing game information. In this transmission, the CPU 20041 transmits respective data on the track, starter horse, start time, etc. of this racing game to each station 20101, as racing game information. In S21003, the main control unit 20012 determines whether or not the present time is race start time of the racing game. In this determination, the CPU 20041 0 checks time until the time to start this racing game is reached (S21003: NO). The CPU 20041 may also determine whether or not the present time is the time to start this racing game, by timing an interval from the last racing game. When the time to start this racing game is reached (S21003: YES), the process proceeds to S21004 and the main control unit 20012 executes a racing game display 25 process. In this process, based on the determination in S21001 above, the CPU 20041 not only displays race images of this racing game on the main monitor 20021 but also outputs sound of this racing game from the speakers 20022. In S21005, the main control unit 20012 executes a racing game result process. In this process, the CPU 20041 calculates a payout amount of the respective stations 0 20101, based on the racing game result in S21004 above and BET information transmitted by the respective stations 20101 in S20105 below, etc. In S21006, the main control unit 20012 transmits racing game payout 39 information. In this transmission, the CPU 20041 transmits to the respective corresponding stations 20101 respective payout amounts, etc. in S21005 above, as racing game payout information. Thereafter, similar processes are also repeated in the next racing game. 5 Meanwhile, in the respective stations 20101, respective operations of S20101 to S20107 are performed. First, in S20101, the sub control unit 20102 executes a BET image display process. The respective stations 20101 execute the BET image display process based on the flow chart of FIG. 20. .0 First, in S20201, the sub control unit 20102 executes a regular denomination process. In this process, the CPU 20131 displays a regular BET image of this racing game on the sub monitor 20113, based on the data related to the racing game information transmitted by the racing game unit 20011 in S21002 above. FIG. 25 shows one example of the regular BET image displayed on the sub monitor 20113. 5 As shown in FIG. 25, in a regular BET image displayed on the screen of the sub monitor 20113 covered by the light transmissive colorless touch panel 20114 are provided a horse number display area 20201, a horse name display area 20202, a basic power display area 20203 that displays speed and stamina by a bar graph, a performance display area 20204 that displays orders of arrival in last five races, a brief 0 comment display area 20205 that displays the condition of this racing game by an arrow, a betting ticket purchase button display area 20206 where a betting ticket purchase button of a quinella-type bet in which a player randomly picks a combination of horse numbers that will finish in the first place and in the second place in order to win, odds or BET amounts are displayed together, etc. 25 In addition, in the regular BET image are provided a help button 20211, a time display area 20212, a I BET button 20213A, a 5 BET button 20214A, a 10 BET button 20215A, a 50 BET button 20216A, a cancel button 20217, a CASHOUT button 20218, a BET amount display area 20219, a payout amount display area 20220, a credit amount display area 20221, a betting ticket type switch button 20222, an owner button 20232, 30 an entry point display area 20231, etc. The help button 20211 is a button that a player touches to display a method of BET operation, etc. on the sub monitor 20113. The time display area 20212 displays 40 BET time in terms of the remaining time. The I BET button 20213A is a button that a player touches to set so that "I" is added to the present BET amount. The 5 BET button 20214A is a button that a player touches to set so that "5" is added to the present BET amount. The 10 BET button 20215A is a button that a player touches to 5 set so that "10" is added to the present BET amount. The 50 BET button 20216A is a button that a player touches to set so that "50" is added to the present BET amount. Accordingly, the denomination of the regular BET image is "1" . In other words, the minimum bet amount that a player can specify in the regular BET image is "I" . The cancel button 20217 is a button that a player touches to cancel the setting .0 of addition to the BET amount. The CASHOUT button 20218 is a button that a player touches to be paid out the number of coins corresponding to a player's own credit amount in bar coded tickets printed by the ticket printer 20116. The BET amount display area 20219 displays the total BET amount that a player sets for this racing game. The payout amount display area 20220 displays a payout amount of this 5 racing game. The credit amount display area 20221 displays a player's own credit amount. Touching any of the betting ticket purchase buttons within the betting ticket purchase button display area 20206 after touching any of the respective BET buttons 20213A, 20214A, 20215A, and 20216A, a player can perform the BET operation of the 0 quinella-type bet. For example, if a player touches the betting ticket purchase button for "1-2" in the betting ticket purchase button display area 20206 after touching the 10 BET button 20215A, the player can set addition of "10" to the present BET amount for a combination of No.1 and No.2, as a combination of horse numbers that the player forecasts will finish in the first or second places in no particular order. The present 25 BET amount for respective combinations of horse numbers are displayed next to the betting ticket purchase buttons corresponding to the respective combinations. Although the regular BET image shown in FIG. 25 is for the quinella-type bet, such respective types of betting as win, place, bracket quinela, quinella place, exacta, trio, trifecta, etc. are also available, and every time a player touches the betting ticket 30 type switch button 20222, the regular BET image changes to a regular BET image of a different type. Various data in the regular BET image such as horse names and odds, etc. is 41 included in data on the racing game information transmitted by the racing game unit 20011 in S21002 above. The owner button 20232 is a button that a player touches when he/she wants to purchase a racehorse. The entry point display area 20231 displays entry points 5 owned by a player. Returning to FIG. 20, in S20202, the sub control unit 20102 determines whether or not a race entry has been made. In this determination, the CPU 20131 makes a determination based on the data related to race entry information stored in the RAM 20132, etc. described later. Then, if the race entry has been made (S20202: LO YES), the process proceeds to S20205 below. In this case (S20202: YES), the player is an owner of any racehorse. The player has also made the race entry of his/her own racehorse in any racing game. In contrast, if the race entry has not been made (S20202: NO), the process proceeds to S20203. In S20203, the sub control 20102 determines whether or not an IC card 20119 is 15 inserted into the reader/writer 20118. In this determination, the CPU 20131 makes a determination based on the data on whether or not there is an IC card 20119 transmitted by the reader/writer 20118, etc. Now if an IC card 20119 is not inserted into the reader/writer 20118 (S20203: NO), the process proceeds to S20210 below. In contrast, if an IC card 20119 is inserted into the reader/writer 20118 (S20203: YES), the !0 process proceeds to S20204. In S20204, the sub control unit 20102 determines whether or not a player is an owner of any racehorse. In this determination, the CPU 20131 makes a determination based on the data on horse owner information 20501 (refer to FIG. 34 below) stored in the RAM 20132 or an IC card 20119, etc. The horse owner information 20501 (refer to 25 FIG. 34 below) stored in an IC card 20119 is read out by the reader/writer 20118 and inputted into the CPU 20131. Now, if a player is not an owner of any racehorse (S20204: NO), the process proceeds to S20210 below. In contrast, if the player is an owner of any racehorse (S20204: YES), the process proceeds to S20205. In S20205, the sub control unit 20102 executes a sub monitor display process. 30 In this process, the CPU 20131 changes the regular BET image being displayed on the sub monitor 20113 to a regular BET image as shown in FIG. 26. In other words, a denomination button 20233 is synthesized and displayed on the regular BET image as 42 shown in FIG. 25. The denomination button 20233 includes a regular button and a high button. In S20206, the sub control unit 20102 determines whether or not a player has touched the regular button. In this determination, based on a coordinate signal from 5 the touch panel driving circuit 20122, the CPU 20131 determines whether or not the player has touched the regular button included in the denomination button 20233. Now, if the player has touched the regular button (S20206: YES), the process proceeds to S20210 below. In contrast, if the player has not touched the regular button (S20206: NO), the process proceeds to S20207. L0 In S20207, the sub control unit 20102 determines whether or not the player has touched the high button. In this determination, based on a coordinate signal from the touch panel driving circuit 20122, the CPU 20131 determines whether or not the player has touched the high button included in the denomination button 20233. Now, if the player has not touched the high button (S20207: NO), the process returns to S20206 .5 above. In contrast, if the player has touched the high button (S20207: YES), the process proceeds to S20208. In other words, the respective determination processes of S20206 and S20207 above are repeated until the player touches either the regular button or the high button included in the denomination button 20233. However, similar to the :0 determination process in S20103 below, the sub control unit 20102 determines whether or not the BET time has elapsed even while the respective determination processes of S20206 and S20207 above are being repeated. If the sub control unit 20102 determines that the BET time has elapsed before the player touches either the regular button or the high button included in the denomination button 20233, the process is forced to 25 proceed to S20210 below. In S20208, the sub control unit 20102 executes a high denomination process. In this process, the CPU 20131 displays a high BET image of this racing game on the sub monitor 20113. FIG. 27 shows one example of the high BET image displayed on the sub monitor 20113. 30 In the high BET image are provided a 2 BET button 20213B, a 10 BET button 20214B, a 20 BET button 20215B, and a 100 BET button 20216B. Thus, in the high BET image, the bet amounts of the respective BET buttons are twice as large as those in the regular BET image (refer to FIG. 25 and FIG. 26 above). Accordingly, the denomination of the high BET image is "2" . In other words, the minimum bet amount that a player can specify in the high BET image is "2" . In contrast, the minimum bet amount that a player can specify in the regular BET image (refer to FIG. 5 25 and FIG. 26 above) is "I" . Accordingly, the denomination of the high BET image is twice the denomination of the regular BET image (refer to FIG. 25 and FIG. 26 above). In addition, in the high BET image are provided a race button 20234 or a message display area 20235. The race button 20234 is a button that a player touches 0 when he/she wishes to make a race entry of his/her own racehorse in a racing game. The message display area 20235 displays a message ("ODDS x 2") indicating that odds will be twice as large as those in the regular BET image (refer to FIG. 25 and FIG. 26 above). Except for these points, the high BET image is same as the regular BET 5 image (refer to FIG. 25 above), and thus details thereof are omitted. In S20209, the sub control unit 20102 executes a high odds process. In this process, the CPU 20131 stores in the RAM 20132 the data showing that the odds are doubled, in order to have it included in BET information to be transmitted to the racing game unit 1 I in S20105 below. 0 In S20210, the sub control unit 20102 executes an image control process. In this process, the CPU 20131 performs necessary other display controls over the regular BET image or the high BET image displayed on the sub monitor 20113. Thereafter, the process proceeds to S20102 of FIG. 25. Returning to FIG. 36, in S20102, the sub control unit 20102 executes a BET 5 operation acceptance process. In this process, based on a coordinate signal from the touch panel driving circuit 20122, the CPU 20131 identifies the content of the player' s BET operation for this racing game and stores it in the RAM 20132. The CPU 20131 also checks time when each BET operation is performed and stores it in the RAM 20132. The CPU 20131 reflects the content of the player' s BET operation in the 0 display of the BET images of the sub monitor 20113. In S20103, the sub control unit 20102 determines whether or not the BET time has elapsed. In this determination, the CPU 20131 checks time until the BET time 44 has elapsed. The BET time is computed by the CPU 20131 based on the data on the racing game information transmitted by the racing game unit 20011 in S21002 above, and begins before this racing game starts and ends at predetermined timing while this racing game is in progress. 5 In addition, the sub control unit 20102 may determine that the BET time has elapsed, when the remaining time displayed in the time display area 20212 on the regular BET image or the high BET image of the sub monitor 20113 runs out. Till the BET time elapses (S20103: NO), the sub control unit 20102 returns to S20102 above, and continues with the BET operation acceptance process. When the [0 BET time has elapsed (S20103: YES), the process proceeds to S20104 and the sub control unit 20102 determines whether or not there is a BET. In this determination, the CPU 20131 determines whether or not there is a BET setting for this racing game based on what is stored in S20102 above. Only when the sub control unit 20102 determines that there is a BET (S20104: .5 YES), the process proceeds to S20105 and the sub control unit 20102 transmits BET information. In this transmission, the CPU 20131 transmits to the racing game unit 20011 the data on the memory content in S20209 or S20102 above, as BET information. In S20106, the sub control unit 20102 executes an entry point increasing process. In this process, the CPU 20131 updates the player' s own entry points stored O in the RAM 20132, by adding points corresponding to the content of the player' s BET operation on this racing game to the player' s own entry points. The added entry points are equal to a certain proportion of the total BET amount the player sets for this racing game. The CPU 20131 displays the entry points after the addition in the entry point display area 20231 on the regular BET image or the high BET image of the 25 sub monitor 201 13. In S20107, the sub control unit 20102 executes a racing game payout process. In this process, based on the data on the racing game payout information transmitted by the racing game unit 20011 in S21006 above, the CPU 20131 updates not only the player' s own credit amount stored in the RAM 20132, but also the display in the 30 payout amount display area 20220 or the credit amount display area 20221 on the regular BET image or the high BET image of the sub monitor 20113. [14. Example of Operations for Becoming a Racehorse Owner (the Second 45 Embodiment)] In the following, an example of operations for becoming a racehorse owner in the horse race gaming machine 20001 of this embodiment is described. FIG. 37 is a flow chart diagram showing one example of an owner process. 5 In the respective stations 20101, triggered by a player's touching the owner button 20232 on the regular BET image or the high BET image of the sub monitor 20113, the owner process is executed based on the flow chart of FIG. 37. First, in S20301, the sub control unit 20102 determines whether or not the player has touched the owner button 20232. In this determination, the CPU 20131 0 determines whether or not the player has touched the owner button 20232, based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has not touched the owner button 20232 (S20301: NO), this owner process terminates. In contrast, if the player has touched the owner button 20232 (S20301: YES), the process proceeds to S20302. 5 In S20302, the sub control unit 20102 executes an owner image display process. In this process, the CPU 20131 displays an owner image on the sub monitor 20113 based on the data on owner image information received through bidirectional communication with the racing game unit 20011. FIG. 28 shows one example of the owner image displayed on the sub monitor 20113. 0 As shown in FIG. 28, in the owner image displayed on the sub monitor 20113 covered by the light transmissive colorless touch panel 20114 are provided a racehorse page display area 20301, a previous page button 20303, a next page button 20304, a purchase button 20305, a cancel button 20306 and a message display area 20307, etc. Three racehorse designation buttons 20302A, 20302B, and 20302C are provided 25 in the racehorse page display area 20301. The respective racehorse designation buttons 20302A, 20302B, and 20302C display videos of racehorses that a player can purchase and their respective designation numbers. A player can designate a racehorse that he/she wishes to purchase, by touching each racehorse designation button 20302A, 20302B and 20302C. 0 In the racehorse page display area 20301, video of the 3 racehorses that a player can purchase is displayed. If the number of racehorses that a player can purchase is more than 3, a plurality of the racehorse page display areas 20301 will be 46 generated. By touching the previous page button 20303 or the next page button 20304, a player can display any of the plurality of racehorse display areas 20301 on the owner image of the sub monitor 20113. It is to be noted that the data on racehorses that a player can purchase is 5 included in the owner image information received through bidirectional communication with the racing game unit 20011 in S20302 above. The purchase button 20305 is a button that a player touches when determining a purchase of the designated racehorse. The cancel button 20306 is a button that a player touches when aborting a purchase of a racehorse. The message 0 display area 20307 displays the message "REQUIRED 20 CREDITS TO PURCHASE A RACEHORSE" . In S20303, the sub control unit 20102 determines whether or not the player has the ability to pay. As shown in the message displayed in the message display area 20307, in this embodiment, 20 credits are required to purchase a racehorse. Therefore, 5 in this determination, the CPU 20131 determines that the player has the ability to pay if the player' s own credit amount stored in the RAM 20132 is not less than 20 credits. If the player has no ability to pay (S20303: NO), this owner process terminates. In contrast, if the player has the ability to pay (S20303: YES), the process proceeds to S20304. 0 In S20304, the sub control unit 20102 executes an owner ' s operation acceptance process. In this process, the CPU 20131 identifies the content of the player' s BET operation in the owner image of the sub monitor 20113, based on a coordinate signal from the touch panel driving circuit 20122, and stores it in the RAM 20132. The CPU 20131 reflects the content of the player' s BET operation in the 25 display of the owner image of the sub monitor 20113. In S20305, the sub control unit 20102 determines whether or not the player has touched the cancel button 20306. In this determination, the CPU 20131 determines whether or not the player has touched the cancel button 20306 based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has touched the 30 cancel button 20306 (S20305: YES), this owner process terminates. In contrast, if the player has not touched the cancel button 20306 (S20305: NO), the process proceeds to S20306.
47 In S20306, the sub control unit 20102 determines whether or not the player has touched the purchase button 20305. In this determination, the CPU 20131 determines whether or not the player has touched the purchase button 20305 based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has 5 not touched the purchase button 20305 (S20306: NO), the process returns to S20302 above. In contrast, if the player has touched the purchase button 20305 (S20306: YES), the process proceeds to S20307. In S20307, the sub control unit 20102 executes an owner information obtaining process. In this process, the CPU 20131 receives owner information through [0 bidirectional communication with the racing game unit 20011. This owner information includes data obtained as a result of causing the racing game unit 20011 to check whether or not the racehorse designated by the player is purchasable. If the racehorse is purchasable, the racing game unit 20011 puts the racehorse into purchase reserved state to prevent other player from purchasing the racehorse. .5 In the racing game unit 20011, the CPU 20041 controls respective racehorses by means of a character ID. For example, as per the data table shown in FIG. 32, the racehorses are associated with the character IDs. Such the table is stored in the RAM 20042 or the external memory device 20025, etc. In addition, by associating the character IDs with player IDs, the racing game 0 unit 20011 determines whether or not a racehorse is purchasable. For example, as per the data table shown in FIG. 33, the character IDs are associated with the player IDs. Such the data table is stored in the RAM 20042 or the external storage unit 20025, etc. By referring to an association between the character IDs and the player IDs, the racing game unit 20011 can also determine whether or not a player identified by 25 the player ID is an owner of any racehorse. In addition, in the purchase reserved state described above, in the data table as shown in FIG. 33, for example, the racing game unit 20011 controls so that the character ID of the racehorse to be reserved can only be associated with the player ID of the player of that particular reservation. In S20308, the sub control unit 20102 determines whether or not the racehorse 0 designated by the player is purchasable. In this determination, the CPU 20131 makes a determination based on the data on the owner information received in S20307 above. Now, if the racehorse designated by the player is not purchasable (S20308: NO), the 48 process returns to S20302 above. In contrast, if the racehorse designated by the player is purchasable (S20308: YES), the process proceeds to S20309. In S20309, the sub control unit 20102 executes a payout process. In this process, by deducting credit amounts necessary for purchasing a racehorse from the 5 player' s own credit amount, the CPU 20131 updates not only the player' s own credit amount stored in the RAM 20132 but also the display in the credit amount display area 20221 on the regular BET image or high BET image of the sub monitor 20113. In S20310, the sub control unit 20102 executes an ownerships connections data generation process. In this process, the CPU 20131 generates a player ID according to D predetermined rules. However, if an IC card 20119 is inserted into the reader/writer 20118, the CPU 20131 uses the player ID included in horse owner information 20501 (refer to FIG. 34 below) of the IC card 20119. In addition, the CPU 20131 links a character ID of a racehorse of the purchase object with its player ID. In S2031 1, the sub control unit 20102 executes a character peculiar data 5 random generation process. In this process, using random numbers, the CPU 20131 generates character peculiar data on characters of a racehorse of the purchase object. In S20312, the sub control unit 20102 executes a horse owner information generation process. In this process, the CPU 20131 generates horse owner information 20501 as shown in FIG. 34. In the horse owner information 20501, the 0 character peculiar data generated in S20311 above is linked with the character ID and the player ID thereof that were linked to each other in S20310 above. In other words, the horse owner information 20501 includes the data 20502 on player ID generated in S20310 above, the data 20503 on the character ID of the racehorse of the purchase object, and the character peculiar data 20504 generated in S20311 above. 5 When the horse owner information 20501 is stored in the RAM 20132 by the CPU 20131, it is transmitted to the racing game unit 20011 at the same time. In the racing game unit 20011, the CPU 20041 stores the horse owner information 20501 in the RAM 20042 or the external memory device 20025, etc. In addition, in the racing game unit 20011, the CPU 20041 associates character IDs with player IDs based on the horse 0 owner information 20501. In S20313, the sub control unit 20102 executes an IC card issuing process. In this process, the CPU 20131 causes the IC card issuing device 20117 to issue an IC card 49 20119 storing the horse owner information 20501. In S20314, the sub control unit 20102 determines whether or not to continue operation in the owner image of the sub monitor 20113. Now, if a player touches any part of the owner image within a predetermined period of time from when the IC card 5 issuing device 20117 is caused to issue an IC card 20119, the CPU 20131 determines that the operation continues in the owner image of the sub monitor 20113. Therefore, in this determination, the CPU 20131 determines whether or not the player has touched any part of the owner image of the sub monitor 20113, based on a coordinate signal from the touch panel driving circuit 20122. Now, if the operation continues in .0 the owner image of the sub monitor 20113 (S20314: YES), the process returns to S20302 above. In contrast, if the operation does not continue in the owner image of the sub monitor 20113 (S20314: NO), this owner process terminates. In this respect, the CPU 20131 may be such configured that the process of this S20314 is implemented, by providing a continue button 20315 or a return button 20316 5 in the owner image of the sub monitor 20113, as shown in FIG. 29. When this owner process terminates, the sub monitor 20113 returns to the condition before this owner process starts. Therefore, the sub monitor 20113 displays the regular BET image above or the high BET image above. [15. Example of Operations for Making a Race Entry of a Player' s Racehorse in a .0 Racing Game (the Second Embodiment)] In the following, the example of operations for making a race entry of a player' s racehorse in a racing game in the horse race gaming machine 20001 according to this embodiment is described. FIG. 38 is a flow chart diagram showing one example of an entry process. 25 In the respective stations 20101, triggered by a player's touching the race button 20234 on the high BET image of the sub monitor 20113, the entry process is executed based on the flow chart of FIG. 38. First, in S2040 1, the sub control unit 20102 determines whether or not a player has touched the race button 20234. In this determination, the CPU 20131 determines 30 whether or not the player has touched the race button 20234 based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has not touched the race button 20234 (S20401: NO), this entry process terminates. In contrast, if the 50 player has touched the race button 20234 (S20401: YES), the process proceeds to S20402. In S20402, the sub control unit 20102 executes an entry-possible race image display process. In this process, the CPU 20131 displays an entry-possible race image 5 on the sub monitor 20113, based on the data on entry-possible race image information received through bidirectional communication with the racing game unit 20011. FIG. 30 and FIG. 31 show one example of the entry-possible race image displayed on the sub monitor 20113. As shown in FIG. 30, in the entry-possible race image displayed on the sub 0 monitor 20113 covered by the light transmissive colorless touch panel 20114 is provided an entry-possible race display area 20401, a player' s horse display area 20402, an entry button 20403, a cancel button 20404 and a message display area 20405, etc. In the entry-possible race display area 20401 is provided with respective columns for an entry possible race, a maximum entry, and a remaining entry. The 5 entry possible race column displays a name of a racing game in which a race entry of a racehorse is possible. Parts where those names are displayed are used as designation buttons 20401A, 20401B, 20401C, 20401D, 20401E, 20401F, and 20401G for a player to designate a racing game. The maximum entry column displays the number of racehorses that run in a racing game. The remaining entry column displays the 0 number of racehorses that can make a race entry in a racing game. The player' s horse display area 20402 displays racehorses whose owner is a player. Parts in which those racehorses are displayed are used as designation buttons 20402A, 20402B for a player to designate a racehorse. The data on the entry-possible race display area 20401 or the player' s horse 25 display area 20402 is included in the entry-possible race image information received through bidirectional communication with the racing game unit 2001 1 in S20402 above. The entry button 20403 is a button that a player touches when he/she wishes to make a race entry of a designated racehorse in a designated racing game. The cancel button 20404 is a button that the player touches to stop race entry. The 30 message display area 20405 displays a message "REQUIRED 20 CREDITS FOR A RACE ENTRY" . In S20403, the sub control unit 20102 determines whether or not the player has 51 the ability to pay. As per the message displayed in the message display area 20405, in this embodiment, 20 credits are required to make a race entry of one racehorse. Therefore, in this determination, the CPU 20131 determines that the player has the ability to pay when the player' s own credit amount stored in the RAM 20132 are not 5 less than 20 credits. If the player has no ability to pay (S20403: NO), this entry process terminates. In contrast, if the player has the ability to pay (S20403: YES), the process proceeds to S20404. In S20404, the sub control unit 20102 executes a race operation acceptance process. In this process, the CPU 20131 identifies the content of the player' s 0 operation in the entry-possible race image of the sub monitor 20113, based on a coordinate signal from the touch panel driving circuit 20122 and stores it in the RAM 20132. The CPU 20131 reflects the content of the player' s operation in the display of the entry-possible race image of the sub monitor 20113. In S20405, the sub control unit 20102 determines whether or not the player has .5 touched the cancel button 20404. In this determination, the CPU 20131 determines whether or not the player has touched the cancel button 20404 based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has touched the cancel button 20404 (S20405: YES), this entry process terminates. In contrast, if the player has not touched the cancel button 20404 (S20405: NO), the process proceeds to !0 S20406. In S20406, the sub control unit 20102 determines whether or not the player has touched the entry button 20403. In this determination, the CPU 20131 determines whether or not the player has touched the entry button 20403 based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has not touched 25 the entry button 20403 (S20406: NO), the process returns to S20402 above. In contrast, if the player has touched the entry button 20403 (S20406: YES), the process proceeds to S20407. In S20407, the sub control unit 20102 executes an entry-possible race information obtaining process. In this process, the CPU 20131 receives entry-possible 30 race information through bidirectional communication with the racing game unit 20011. This entry-possible race information includes data as a result of causing the racing game unit 20011 to check whether or not a racehorse designated by the player can make a race entry in a designated racing game. If the race entry is possible, the racing game unit 20011 puts that race entry into a reserved state. In the racing game unit 20011, the CPU 20041 controls race entries of respective racing games by means of character IDs. For example, as per the data 5 table shown in FIG. 35, a racing game and character IDs are associated. Such the data table is stored in the RAM 20042 or the external memory device 20025, etc. In S20408, the sub control unit 20102 determines whether or not a racehorse designated by the player can make a race entry in a designated racing game. In this determination, the CPU 20131 makes a determination based on the data on the [0 entry-possible race information received in S20407 above. Now, if the racehorse designated by the player can make a race entry in the designated racing game (S20408: YES), the process proceeds to S20413 below. In contrast, if the racehorse designated by the player cannot make a race entry in the designated racing game (S20408: NO), the process proceeds to S20409. 15 In this embodiment, it is possible to forcibly make a race entry in a racing game designated by a player (refer to S20414 below) on the condition that the player pays 20 points from the player' s own entry points (refer to S20412 below), even though there is no longer any racehorse that can make a race entry in the racing game. .0 In S20409, the sub control unit 20102 executes a sub monitor display process. In this process, the CPU 20131 changes the entry-possible race image being displayed on the sub monitor 20131 to an entry-possible race image as shown in FIG. 31. In other words, instead of the entry button 20403, the cancel button 20404, and the message display area 20405 are provided a YES button 20413, a NO button 20414 and a 25 message display area 20415. The YES button 20413 is a button that the player touches to ensure race entry of a designated racehorse in a designated racing game. The NO button 20414 is a button that the player touches to stop race entry of a designated racehorse in a designated racing game. The message display area 20415 displays the message 30 "REQUIRED 20 POINTS FOR A RACE ENTRY" . In S204 10, the sub control unit 20102 determines whether or not the player has touched the NO button 20414. In this determination, the CPU 20131 determines 53 whether or not the player has touched the NO button 20414 based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has touched the NO button 20414 (S20410: YES), the process returns to S20402 above. Then, the CPU 20131 causes the racing game unit 20011 to cancel the reservation of the race entry 5 described above, by transmitting a control signal to the racing game unit 20011. In contrast, if the player has not touched the NO button 20414 (S20410: NO), the process proceeds to S204 11. In S2041 1, the sub control unit 20102 determines whether or not the player has touched the YES button 20413. In this determination, the CPU 20131 determines [0 whether or not the player has touched the YES button 20413, based on a coordinate signal from the touch panel driving circuit 20122. Now, if the player has not touched the YES button 20413 (S2041 1: NO), the process returns to S20410 above. In contrast, if the player has touched the YES button 20413 (S2041 1: YES), the process proceeds to S20412. ,5 In S20412, the sub control unit 20102 executes an entry point deduction process. In this process, by deducting from the player' s own entry points the points necessary to make a race entry in a racing game, the CPU 20131 updates not only the player' s own entry points stored in the RAM 20132 but also the display in the entry point display area 20231 on the high BET image of the sub monitor 20113. o In this respect, all of the player' s own entry points may be deducted. It is to be noted that the sub control unit 20102 skips a payout process of S20413 below, if this entry point deduction process is executed. In S20413, the sub control unit 20102 executes the payout process. In this process, by deducting credit amounts necessary for making a race entry in a racing 25 game from the player' s own credit amount, the CPU 20131 updates not only the player' s own credit amount stored in the RAM 20132 but also the display in the credit amount display area 20221 on the high BET image of the sub monitor 20113. In S20414, the sub control unit 20102 executes a race entry process. In this process, when storing in the RAM 20132 race entry information including data on race 0 entry determination, etc. (data showing player IDs or character IDs, or determinations), the CPU 20131 simultaneously transmits it to the racing game unit 20011. In the racing game unit 20011, the CPU 20041 associates a racing game with a 54 character ID based on data on this information. In particular, if the player has paid 20 points from the player' s own entry points, a race entry in the racing game is forcibly done. The racing game unit 20011 may enable this forcible race entry by increasing the number of racehorses to run the racing game, or by replacing any of the 5 racehorses that have already been registered, with it. In S20415, the sub control unit 20102 determines whether or not operation continues in the entry-possible race image of the sub monitor 20113. Now, if the player touches any part of the entry-possible race image of the sub monitor 20113 within a predetermined period of time from when the player touched the YES button LO 20413, the CPU 20131 determines that the operation continues in the entry-possible race image of the sub monitor 20113. Thus, if the operation continues in the entry-possible race image of the sub monitor 20113 (S20415: YES), the process returns to S20402 above. In contrast, if the operation does not continue in the entry-possible race image of the sub monitor 20113 (S20415: NO), this entry process terminates. .5 When this entry process terminates, the sub monitor 20113 returns to the condition before the entry process starts. Therefore, the sub monitor 20113 displays the high BET image above. [16. Others (the Second Embodiment)] In addition, the present invention is not limited to the above second 0 embodiment, but various changes may be made without departing from its scope. For example, the characteristics of the present invention can be implemented even when configuration is such that the BET operations on a racing game result are limited to those before the racing game. [17. Characteristics of a Horse Race Gaming Machine (the Third Embodiment)] 25 In the following, a description is made on the third embodiment of the present invention with reference to drawings. FIG. 40 is a perspective view of a horse race gaming machine 30001 that is one embodiment of the present invention. As shown in FIG. 40, the horse race gaming machine 30001 of this embodiment has a main monitor 30021 and a plurality of 0 stations 30101. The main monitor 30021 displays images of a horse racing game. Players being seated at the respective stations 30101 can respectively participate in this horse racing game. The players being seated at the respective stations 30101 participate in this horse racing game by forecasting a result of each racing game of the horse racing game and performing BET operations. Namely, a horse racing game is constituted of a number of racing games that are intermittently executed in a sequential manner. FIG. 41 is a perspective view of the station 30101. A sub monitor 5 30113 or a touch panel 30114 that each station 30101 is provided with is used to perform BET operations. In this respect, in the horse race gaming machine 30001 of this embodiment, betting on racing game result can be performed before or during the racing game. FIG. 39 is a view showing characteristics of the horse race gaming machine 0 30001 of this embodiment and a flow chart diagram showing one example of game operations in the horse race gaming machine 30001. In the horse race gaming machine 30001 of this embodiment, when a regular denomination process of S30201 is executed, a regular BET image for a player to perform BET operations to a racing game is displayed on a sub monitor 30113 of a station 30101 (refer to FIG. 44 below and 5 FIG. 45 below). In the meantime, when a high denomination process of S30208 is executed, a high BET image is displayed instead of the regular BET image (refer to FIG. 45 below) on the sub monitor 30113 of the station 30101 (refer to FIG. 46 below). "2" is the minimum bet amount which can be specified in the high BET image (refer to FIG. 46 below). Alternatively, "I" is the minimum bet amount which can be 0 specified in the regular BET image (refer to FIG. 44 below and FIG. 45 below). In other words, the denomination of the high BET image (refer to FIG. 46 below) is twice the denomination of the regular BET image (refer to FIG. 44 below and FIG. 45 below). However, the following condition should be satisfied in order to have the high !5 denomination process of S30208 executed. (1) The player has become an owner of any racehorse (S30202: YES). (2) The racehorse whose owner is the player is going to run in this racing game (S30202-2: YES). In addition, if the condition (2) is satisfied, starter racehorses are determined 0 in any one of the cases shown below: (A) A case in which a race entry of this racing game is accepted in arrival order (S30408 of FIG. 57: YES, and S30414, below).
56 (B) A case in which an entry point payment by the player (S30412 of FIG. 57 below) has led to a mandatory race entry in this racing game (S30408 of FIG. 57: YES, and S30414, below). (C) A case in which racehorses which are going to run in this racing game are 5 randomly determined (S3 1000 of FIG. 59 below). [18. Appearance of a Horse Race Gaming Machine (the Third Embodiment)] As shown in FIG. 40, the horse race gaming machine 30001 of this embodiment has the main monitor 30021, speakers 30022, a display device 30023, the plurality of stations 30101, etc. The main monitor 30021 displays images of a horse 0 racing game, etc. The speakers 30022 output sound of a horse racing game, etc. The display device 30023 displays information about games in general. As shown in FIG. 41, in each station 30101, a cabinet 30111 is provided with a chair 30112, the sub monitor 30113, the touch panel 30114, a bill identifying device 30115, a ticket printer 30116, an IC card issuing device 30117, a reader/writer 30118, etc. 5 A player sits on the chair 30112. The sub monitor 30113 displays BET images described later, etc. The touch panel 30114 is provided on the screen of the sub monitor 30113. When the player performs the BET operations utilizing the regular BET image described later or the high BET image described later or the player performs specific operations utilizing an owner image described later or an 0 entry-possible race image described later, the touch panel 30114 is used. The bill identifying device 30115 not only identifies whether or not a bill is appropriate but also receives legitimate bills into the cabinet 30111. Then, bills inserted into the cabinet 301 11 are converted into the number of coins, and the credit amount that corresponds to the converted number of coins is added as the player's own 25 credit amount. The bill identifying device 30115 is also configured to be capable of reading bar coded tickets described later. The ticket printer 30116 is a printer that prints on a ticket a bar code representative of coded data such as a player's own credit amount, date, identification number of the station 30101, etc. and outputs it as a bar coded ticket. A player can 0 have the outputted bar coded ticket read by other station 30101 and play at this other station 30101, or use it for any procedure in predetermined places in a game arcade. The IC card issuing device 30117 is a device that issues an IC card 30119 (refer to FIG. 43 below) on which horse owner information 30501 (refer to FIG. 53 below) is stored. The IC card 30119 (refer to FIG. 43 below) is inserted into the reader/writer 30118. [19. Example of Configuration of a Racing Game Unit (the Third Embodiment)] 5 A racing game unit is an opposite concept of each station 30101 and constitutes a core of the horse race gaming machine 30001 of this embodiment. FIG. 42 is a block diagram of a racing game unit 30011. As shown in FIG. 42, the racing game unit 30011 is composed of a main control unit 30012, the main monitor 30021, the speakers 30022, the display device 30023, a switch 30024, an external memory device 0 30025, etc. The main control unit 30012 and external memory device 30025 are provided separately from the main monitor 30021, the speakers 30022, or the display device 30023. Although the switch 30024 is annexed to the main control unit 30021, it may be provided individually. The main control unit 30012 is generally composed of a microcomputer 30045 5 as the kernel comprising a CPU 30041, a RAM 30042, a ROM 30043 and a bus 30044 for transferring data mutually between these elements. The RAM 30042 and the ROM 30043 are connected to the CPU 30041 via the bus 30044. The RAM 30042 is a memory for temporarily storing a variety of data which have been operated in the CPU 30041. The ROM 30043 stores various types of programs, data tables or the like for executing 0 necessary processes to control the horse race gaming machine 30001. An image processing circuit 30031 is connected to the microcomputer 30045 via an I/O interface 30046. The image processing circuit 30031 is connected to the main monitor 30021 and controls driving of the main monitor 30021. The image processing circuit 30031 is composed of a program ROM, an image 25 ROM, an image control CPU, a work RAM, a VDP (video display processor), and a video RAM, etc. And in the program ROM, an image control program related to display on the main monitor 30021, and various selection tables are stored. And, in the image ROM, dot data to form images and the like, for example dot data to form images displayed on the main monitor 30021, are stored. And, based on parameters 0 set by the microcomputer 30045, the image control CPU determines the images displayed on the main monitor 30021 among the dot data stored beforehand in the image ROM, according to the image control program stored beforehand in the program ROM. And, the work RAM works as a temporary memory when the image control program is executed in the image control CPU. And the VDP forms image data corresponding to display contents determined by the image control CPU. And the VDP outputs the image data formed thereby to the main monitor 30021. And the 5 video RAM works as a temporary memory when the images are formed by the VDP. A sound circuit 30032 is connected to the microcomputer 30045 via the I/O interface 30046. The speakers 30022 are connected to the sound circuit 30032 and are arranged on both lateral sides of the main monitor 30021. The speakers 30022 output various types of effect sound, BGM, etc. when various types of effect are performed, by 0 being subjected to output control by the sound circuit 30032 based on a drive signal from the CPU 30041. A display device driving circuit 30033 is connected to the microcomputer 30045 via the I/O interface 30046. The display device 30023 is connected to the display device driving circuit 30033. The display device 30023 is disposed on the upper side of 5 the main monitor 30021 and displays information about games in general, by being subjected to display control by the display device driving circuit 30033 based on a drive signal from the CPU 30041. A switch circuit 30034 is connected to the microcomputer 30045 via the I/O interface 30046. The switch 30024 is connected to the switch circuit 30034 and is 0 arranged in the lower part of the main monitor 30021. The switch 30024 inputs an instruction by an operator's setting operation into the CPU 30041 based on a switch signal from the switch circuit 30034. The external memory device 30025 is connected to the microcomputer 30045 via the I/O interface 30046. The external memory device 30025 is arranged in the 25 periphery of the main monitor 30021 and has capability similar to the image ROM in the image processing circuit 30031, by storing dot data for forming images, such as dot data for forming images on the main monitor 30021. Thus, when determining any image to be displayed on the main monitor 30021, the image control CPU in the image processing circuit 30031 adds the dot data stored in advance in the external memory 0 device 30025 to a target of the determination. A communication interface 30036 is connected to the microcomputer 30045 via the I/O interface 30046. A sub control unit 30102 of each station 30101 is connected to 59 the communication interface 30036. This enables bidirectional communication between the CPU 30041 and each station 30101. The CPU 30041 can receive and transmit a command, request and data from/to each station 30101 via the communication interface 30036. Therefore, in the horse race gaming machine 30001, 5 the main control unit 30012 controls progress of the horse racing game in cooperation with each station 30101. [20. Example of Configuration of a Station (the Third Embodiment)] FIG. 43 is a block diagram of a station 30101. As shown in FIG. 43, the station 30101 is composed of the sub control unit 30102, the sub monitor 30113, the 0 touch panel 30114, the bill identifying device 30115, the ticket printer 30116, the IC card issuing device 30117, the reader/writer 30118, etc. The sub control unit 30102 is generally composed of a microcomputer 30135 as the kernel comprising a CPU 30131, a RAM 30132, a ROM 30133 and a bus 30134 for transferring data mutually between these elements. The RAM 30132 and the ROM 5 30133 are connected to the CPU 30131 via the bus 30134. The RAM 30132 is a memory for temporarily storing a variety of data which have been operated in the CPU 30131. The ROM 30133 stores various types of programs, data tables or the like for executing necessary processes to control the horse race gaming machine 30001. A sub monitor driving circuit 30121 is connected to the microcomputer 30135 0 via an I/O interface 30136. The sub monitor 30113 is connected to the sub monitor driving circuit 30121. The sub monitor driving circuit 30121 controls driving of the sub monitor 30113 based on a drive signal from the aforementioned racing game unit 30011. The sub monitor driving circuit 30121 has also similar configuration and capabilities to the image processing circuit 30031 as shown in FIG. 42 above, and 25 controls driving of the sub monitor 30113 so that the regular BET image, the high BET image, the owner image or the entry-possible race image described later are displayed. A touch panel driving circuit 30122 is connected to the microcomputer 30135 via the I/O interface 30136. The touch panel 30114 is connected to the touch panel driving circuit 30122 and is arranged on the screen of the sub monitor 30113. The 30 touch panel 30114 inputs an instruction into the CPU 30131 through touch operation of a player (touch position), based on a coordinate signal from the touch panel driving circuit 30122.
U A bill identifying driving circuit 30123 is connected to the microcomputer 30135 via the I/O interface 30136. The bill identifying device 30115 is connected to the bill identifying driving circuit 30123. The bill identifying device 30115 identifies whether or not a bill or a bar coded ticket is appropriate. When receiving a legitimate 5 bill, the bill identifying device 30115 inputs a value of the bill into the CPU 30131 based on an identification signal from the bill identifying driving circuit 30123. In addition, when receiving a legitimate bar coded ticket, the bill identifying device 30115 inputs a credit amount, etc. recorded on the bar coded ticket into the CPU 30131 based on an identification signal from the bill identifying driving circuit 30123. 0 A ticket printer driving circuit 30124 is connected to the microcomputer 30135 via the I/O interface 30136. The ticket printer 30116 is connected to the ticket printer driving circuit 30124. The ticket printer 30116 prints on a ticket a bar code representative of coded data such as owned credit amount, etc., stored in the RAM 30132, and outputs it as a bar coded ticket, by being subjected to output control by the 5 ticket printer driving circuit 30124 based on a drive signal to be outputted from the CPU 30131. The IC card issuing device 30117 is connected to the microcomputer 30135 via the I/O interface 30136. With an output controlled based on a drive signal to be outputted from a CPU 30131, the IC card issuing device 30117 issues an IC card 30119 0 that stores data such as horse owner information 30501 (refer to FIG. 53 below), etc. The reader/writer 30118 is connected to the microcomputer 30135 via the I/O interface 30136. With a drive controlled based on a drive signal to be outputted from the CPU 30131. the reader/writer 30118 inputs information read from an IC card 30119 into CPU 30131 or stores various types of information such as horse owner information 25 30501 (refer to FIG. 53 below) into an IC card 30119. A communication interface 30125 is connected to the microcomputer 30135 via the I/O interface 30136. The main control unit 30012 of the racing game unit 30011 is connected to the communication interface 30125. This enables bidirectional communication between the CPU 30131 and the racing game unit 30011. The CPU 30 30131 can receive and transmit a command, request and data from/to the racing game unit 30011 via the communication interface 30125. Therefore, in the horse race gaming machine 30001, the sub control unit 30102 controls progress of the horse racing bI game in cooperation with the racing game unit 30011. [21. Example of Game Operations of a Horse Race Gaming Machine (the Third Embodiment) I In the following, a description is made on an example of game operations of 5 the horse race gaming machine 30001 of this embodiment. FIG. 55 is a flow chart diagram showing one example of game operations in the horse race gaming machine 30001 of this embodiment. It is to be noted that respective stations 30101 perform similar game operations respectively in cooperation with the racing game unit 30011. In order to avoid any complication, however, only one station 30101 is shown in FIG. 0 55. The racing game unit 30011 performs respective operations from S31001 to S31006. First, in S31001, the main control unit 30012 executes a racing game preparation process. In this process, for this racing game which constitutes a horse 5 racing game, the CPU 30041 determines a track, starter horse, start time, etc, and reads data on them from the ROM 30043. In S31002, the main control unit 30012 transmits racing game information. In this transmission, the CPU 30041 transmits respective data on the track, starter horse, start time, etc. of this racing game to each station 30101, as racing game 0 information. In S31003, the main control unit 30012 determines whether or not the present time is race start time of the racing game. In this determination, the CPU 30041 checks time until the time to start this racing game is reached (S31003: NO). The CPU 30041 may also determine whether or not the present time is the 25 time to start this racing game, by timing an interval from the last racing game. When the time to start this racing game is reached (S31003: YES), the process proceeds to S31004 and the main control unit 30012 executes a racing game display process. In this process, based on the determination in S31001 above, the CPU 30041 not only displays race images of this racing game on the main monitor 30 30021 but also outputs sound of this racing game from the speakers 30022. In S31005, the main control unit 30012 executes a racing game result process. In this process, the CPU 30041 calculates a payout amount of the respective stations 30101, based on the racing game result in S31004 above and BET information transmitted by the respective stations 30101 in S30105 below, etc. In S31006, the main control unit 30012 transmits racing game payout information. In this transmission, the CPU 30041 transmits to the respective 5 corresponding stations 30101 respective payout amounts, etc. in S31005 above, as racing game payout information. Thereafter, similar processes are also repeated in the next racing game. Meanwhile, in the respective stations 30101, respective operations of S30101 to S30107 are performed. 0 First, in S30101, the sub control unit 30102 executes a BET image display process. The respective stations 30101 execute the BET image display process based on the flow chart of FIG. 39. First, in S30201, the sub control unit 30102 executes a regular denomination process. In this process, the CPU 30131 displays a regular BET image of this racing 5 game on the sub monitor 30113, based on the data related to the racing game information transmitted by the racing game unit 30011 in S31002 above. FIG. 44 shows one example of the regular BET image displayed on the sub monitor 30113. As shown in FIG. 44, in a regular BET image displayed on the screen of the sub monitor 30113 covered by the light transmissive colorless touch panel 30114 are 0 provided a horse number display area 30201, a horse name display area 30202, a basic power display area 30203 that displays speed and stamina by a bar graph, a performance display area 30204 that displays orders of arrival in last five races, a brief comment display area 30205 that displays the condition of this racing game by an arrow, a betting ticket purchase button display area 30206 where a betting ticket 25 purchase button of a quinella-type bet in which a player randomly picks a combination of horse numbers that will finish in the first place and in the second place in order to win, odds or BET amounts are displayed together, etc. In addition, in the regular BET image are provided a help button 30211, a time display area 30212, a 1 BET button 30213A, a 5 BET button 30214A, a 10 BET 30 button 30215A, a 50 BET button 30216A, a cancel button 30217, a CASHOUT button 30218, a BET amount display area 30219, a payout amount display area 30220, a credit amount display area 30221, a betting ticket type switch button 30222, an owner button 63 30232, an entry point display area 30231, etc. The help button 30211 is a button that a player touches to display a method of BET operation, etc. on the sub monitor 30113. The time display area 30212 displays BET time in terms of the remaining time. The I BET button 30213A is a button that 5 a player touches to set so that "I" is added to the present BET amount. The 5 BET button 30214A is a button that a player touches to set so that "5" is added to the present BET amount. The 10 BET button 30215A is a button that a player touches to set so that "10" is added to the present BET amount. The 50 BET button 30216A is a button that a player touches to set so that "50" is added to the present BET amount. .0 Accordingly, the denomination of the regular BET image is "I" . In other words, the minimum bet amount that a player can specify in the regular BET image is "I" The cancel button 30217 is a button that a player touches to cancel the setting of addition to the BET amount. The CASHOUT button 30218 is a button that a player touches to be paid out the number of coins corresponding to a player's own 5 credit amount in bar coded tickets printed by the ticket printer 30116. The BET amount display area 30219 displays the total BET amount that a player sets for this racing game. The payout amount display area 30220 displays a payout amount of this racing game. The credit amount display area 30221 displays a player's own credit amount. 0 Touching any of the betting ticket purchase buttons within the betting ticket purchase button display area 30206 after touching any of the respective BET buttons 30213A, 30214A, 30215A, and 30216A, a player can perform the BET operation of the quinella-type bet. For example, if a player touches the betting ticket purchase button for "1-2" in the betting ticket purchase button display area 30206 after touching the 10 25 BET button 30215A, the player can set addition of "10" to the present BET amount for a combination of No.1 and No.2, as a combination of horse numbers that the player forecasts will finish in the first or second places in no particular order. The present BET amount for respective combinations of horse numbers are displayed next to the betting ticket purchase buttons corresponding to the respective combinations. 0 Although the regular BET image shown in FIG. 44 is for the quinella-type bet, such respective types of betting as win, place, bracket quinella, quinella place, exacta, trio, trifecta, etc. are also available, and every time a player touches the betting ticket type switch button 30222, the regular BET image changes to a regular BET image of a different type. Various data in the regular BET image such as horse names and odds, etc. is included in data on the racing game information transmitted by the racing game unit 5 30011 in S31002 above. The owner button 30232 is a button that. a player touches when he/she wants to purchase a racehorse. The entry point display area 30231 displays entry points owned by a player. Returning to FIG. 39, in S30202, the sub control unit 30102 determines 0 whether or not a race entry has been made. In this determination, the CPU 30131 makes a determination based on the data related to race entry information stored in the RAM 30132, etc. described later. Then, if the race entry has been made (S30202: YES), the process proceeds to S30202-2 below. In this case (S30202: YES), the player is an owner of any racehorse. The player has also made the race entry of his/her own 5 racehorse in any racing game. In contrast, when the player has not made the race entry (S30202: NO), the process proceeds to S30210 below. In S30202-2, the sub control unit 30102 determines whether a racehorse whose owner is the player is going to run in this racing game or not. In this determination, the CPU 30131 makes a determination based on the data on the racing game 0 information transmitted by the racing game unit 30011 in S31002 above or on the data related to race entry information stored in the RAM 30132, etc. described later. Now, if a racehorse whose owner is the player is not going to run in this racing game (S30202-2: NO), the process proceeds to S30210 below. In contrast, if a racehorse whose owner is the player is going to run in this racing game (S30202-2: YES), the 25 process proceeds to S30205. In S30205, the sub control unit 30102 executes a sub monitor display process. In this process, the CPU 30131 changes the regular BET image being displayed on the sub monitor 30113 to a regular BET image as shown in FIG. 45. In other words, a denomination button 30233 is synthesized and displayed on the regular BET image as 0 shown in FIG. 44. The denomination button 30233 includes a regular button and a high button. In S30206, the sub control unit 30102 determines whether or not a player has 63 touched the regular button. In this determination, based on a coordinate signal from the touch panel driving circuit 30122, the CPU 30131 determines whether or not the player has touched the regular button included in the denomination button 30233. Now, if the player has touched the regular button (S30206: YES), the process proceeds 5 to S30210 below. In contrast, if the player has not touched the regular button (S30206: NO), the process proceeds to S30207. In S30207, the sub control unit 30102 determines whether or not the player has touched the high button. In this determination, based on a coordinate signal from the touch panel driving circuit 30122, the CPU 30131 determines whether or not .0 the player has touched the high button included in the denomination button 30233. Now, if the player has not touched the high button (S30207: NO), the process returns to S30206 above. In contrast, if the player has touched the high button (S30207: YES), the process proceeds to S30208. In other words, the respective determination processes of S30206 and S30207 5 above are repeated until the player touches either the regular button or the high button included in the denomination button 30233. However, similar to the determination process in S30103 below, the sub control unit 30102 determines whether or not the BET time has elapsed even while the respective determination processes of S30206 and S30207 above are being repeated. If the sub control unit 30102 determines 0 that the BET time has elapsed before the player touches either the regular button or the high button included in the denomination button 30233, the process is forced to proceed to S30210 below. In S30208, the sub control unit 30102 executes a high denomination process. In this process, the CPU 30131 displays a high BET image of this racing game on the 25 sub monitor 30113. FIG. 46 shows one example of the high BET image displayed on the sub monitor 30113. In the high BET image are provided a 2 BET button 30213B, a 10 BET button 30214B, a 20 BET button 30215B, and a 100 BET button 30216B. Thus, in the high BET image, the bet amounts of the respective BET buttons are twice as large as those 0 in the regular BET image (refer to FIG. 44 and FIG. 45 above). Accordingly, the denomination of the high BET image is "2" . In other words, the minimum bet amount that a player can specify in the high BET image is "2" . In contrast, the 66 minimum bet amount that a player can specify in the regular BET image (refer to FIG. 44 and FIG. 45 above) is "I" . Accordingly, the denomination of the high BET image is twice the denomination of the regular BET image (refer to FIG. 44 and FIG. 45 above). 5 In addition, in the high BET image are provided a race button 30234 or a message display area 30235. The race button 30234 is a button that a player touches when he/she wishes to make a race entry of his/her own racehorse in a racing game. The message display area 30235 displays a message ("ODDS x 2") indicating that odds will be twice as large as those in the regular BET image (refer to FIG. 44 and FIG. 45 [0 above). Except for these points, the high BET image is same as the regular BET image (refer to FIG. 44 above), and thus details thereof are omitted. In S30209, the sub control unit 30102 executes a high odds process. In this process, the CPU 30131 stores in the RAM 30132 the data showing that the odds are 15 doubled, in order to have it included in BET information to be transmitted to the racing game unit 30011 in S30105 below. In S30210, the sub control unit 30102 executes an image control process. In this process, the CPU 30131 performs necessary other display controls over the regular BET image or the high BET image displayed on the sub monitor 30113. Thereafter, .0 the process proceeds to S30102 of FIG. 44. Returning to FIG. 55, in S30102, the sub control unit 30102 executes a BET operation acceptance process. In this process, based on a coordinate signal from the touch panel driving circuit 30122, the CPU 30131 identifies the content of the player' s BET operation for this racing game and stores it in the RAM 30132. The CPU 30131 25 also checks time when each BET operation is performed and stores it in the RAM 30132. The CPU 30131 reflects the content of the player' s BET operation in the display of the BET images of the sub monitor 30113. In S30103, the sub control unit 30102 determines whether or not the BET time has elapsed. In this determination, the CPU 30131 checks time until the BET time 30 has elapsed. The BET time is computed by the CPU 30131 based on the data on the racing game information transmitted by the racing game unit 30011 in S31002 above, and begins before this racing game starts and ends at predetermined timing while this racing game is in progress. In addition, the sub control unit 30102 may determine that the BET time has elapsed, when the remaining time displayed in the time display area 30212 on the regular BET image or the high BET image of the sub monitor 30113 runs out. 5 Till the BET time elapses (S30103: NO), the sub control unit 30102 returns to S30102 above, and continues with the BET operation acceptance process. When the BET time has elapsed (S30103: YES), the process proceeds to S30104 and the sub control unit 30102 determines whether or not there is a BET. In this determination, the CPU 30131 determines whether or not there is a BET setting for this racing game 0 based on what is stored in S30102 above. Only when the sub control unit 30102 determines that there is a BET (S30104: YES), the process proceeds to S30105 and the sub control unit 30102 transmits BET information. In this transmission, the CPU 30131 transmits to the racing game unit 30011 the data on the memory content in S30209 or S30102 above, as BET information. 5 In S30106, the sub control unit 30102 executes an entry point increasing process. In this process, the CPU 30131 updates the player' s own entry points stored in the RAM 30132, by adding points corresponding to the content of the player' s BET operation on this racing game to the player' s own entry points. The added entry points are equal to a certain proportion of the total BET amount the player sets for 0 this racing game. The CPU 30131 displays the entry points after the addition in the entry point display area 30231 on the regular BET image or the high BET image of the sub monitor 301 13. In S30107, the sub control unit 30102 executes a racing game payout process. In this process, based on the data on the racing game payout information transmitted 25 by the racing game unit 30011 in S31006 above, the CPU 30131 updates not only the player' s own credit amount stored in the RAM 30132, but also the display in the payout amount display area 30220 or the credit amount display area 30221 on the regular BET image or the high BET image of the sub monitor 30113. [22. Example of Operations for Becoming a Racehorse Owner (the Third 0 Embodiment) I In the following, an example of operations for becoming a racehorse owner in the horse race gaming machine 30001 of this embodiment is described. FIG. 56 is a 66 flow chart diagram showing one example of an owner process. In the respective stations 30101, triggered by a player's touching the owner button 30232 on the regular BET image or the high BET image of the sub monitor 30113, the owner process is executed based on the flow chart of FIG. 56. 5 First, in S30301, the sub control unit 30102 determines whether or not the player has touched the owner button 30232. In this determination, the CPU 30131 determines whether or not the player has touched the owner button 30232, based on a coordinate signal from the touch panel driving circuit 30122. Now, if the player has not touched the owner button 30232 (S30301: NO), this owner process terminates. In 0 contrast, if the player has touched the owner button 30232 (S30301: YES), the process proceeds to S30302. In S30302, the sub control unit 30102 executes an owner image display process. In this process, the CPU 30131 displays an owner image on the sub monitor 30113 based on the data on owner image information received through bidirectional 5 communication with the racing game unit 30011. FIG. 47 shows one example of the owner image displayed on the sub monitor 301 13. As shown in FIG. 47, in the owner image displayed on the sub monitor 30113 covered by the light transmissive colorless touch panel 30114 are provided a racehorse page display area 30301, a previous page button 30303, a next page button 30304, a 0 purchase button 30305, a cancel button 30306 and a message display area 30307, etc. Three racehorse designation buttons 30302A, 30302B, and 30302C are provided in the racehorse page display area 30301. The respective racehorse designation buttons 30302A, 30302B, and 30302C display videos of racehorses that a player can purchase and their respective designation numbers. A player can designate a 25 racehorse that he/she wishes to purchase, by touching each racehorse designation button 30302A, 30302B and 30302C. In the racehorse page display area 30301, video of the 3 racehorses that a player can purchase is displayed. If the number of racehorses that a player can purchase is more than 3, a plurality of the racehorse page display areas 30301 will be 0 generated. By touching the previous page button 30303 or the next page button 30304, a player can display any of the plurality of racehorse display areas 30301 on the owner image of the sub monitor 301 13.
It is to be noted that the data on racehorses that a player can purchase is included in the owner image information received through bidirectional communication with the racing game unit 30011 in S30302 above. The purchase button 30305 is a button that a player touches when 5 determining a purchase of the designated racehorse. The cancel button 30306 is a button that a player touches when aborting a purchase of a racehorse. The message display area 30307 displays the message "REQUIRED 20 CREDITS TO PURCHASE A RACEHORSE" . In S30303, the sub control unit 30102 determines whether or not the player 0 has the ability to pay. As shown in the message displayed in the message display area 30307, in this embodiment, 20 credits are required to purchase a racehorse. Therefore, in this determination, the CPU 30131 determines that the player has the ability to pay if the player' s own credit amount stored in the RAM 30132 is not less than 20 credits. If the player has no ability to pay (S30303: NO), this owner process 5 terminates. In contrast, if the player has the ability to pay (S30303: YES), the process proceeds to S30304. In S30304, the sub control unit 30102 executes an owner ' s operation acceptance process. In this process, the CPU 30131 identifies the content of the player' s BET operation in the owner image of the sub monitor 30113, based on a o coordinate signal from the touch panel driving circuit 30122, and stores it in the RAM 30132. The CPU 30131 reflects the content of the player' s BET operation in the display of the owner image of the sub monitor 30113. In S30305, the sub control unit 30102 determines whether or not the player has touched the cancel button 30306. In this determination, the CPU 30131 25 determines whether or not the player has touched the cancel button 30306 based on a coordinate signal from the touch panel driving circuit 30122. Now, if the player has touched the cancel button 30306 (S30305: YES), this owner process terminates. In contrast, if the player has not touched the cancel button 30306 (S30305: NO), the process proceeds to S30306. O0 In S30306, the sub control unit 30102 determines whether or not the player has touched the purchase button 30305. In this determination, the CPU 30131 determines whether or not the player has touched the purchase button 30305 based on U a coordinate signal from the touch panel driving circuit 30122. Now, if the player has not touched the purchase button 30305 (S30306: NO), the process returns to S30302 above. In contrast, if the player has touched the purchase button 30305 (S30306: YES), the process proceeds to S30307. 5 In S30307, the sub control unit 30102 executes an owner information obtaining process. In this process, the CPU 30131 receives owner information through bidirectional communication with the racing game unit 30011. This owner information includes data obtained as a result of causing the racing game unit 30011 to check whether or not the racehorse designated by the player is purchasable. If the D racehorse is purchasable, the racing game unit 30011 puts the racehorse into purchase reserved state to prevent other player from purchasing the racehorse. In the racing game unit 30011, the CPU 30041 controls respective racehorses by means of a character ID. For example, as per the data table shown in FIG. 51, the racehorses are associated with the character IDs. Such the table is stored in the 5 RAM 30042 or the external memory device 30025, etc. In addition, by associating the character IDs with player IDs, the racing game unit 30011 determines whether or not a racehorse is purchasable. For example, as per the data table shown in FIG. 52, the character IDs are associated with the player IDs. Such the data table is stored in the RAM 30042 or the external storage unit 30025, etc. D By referring to an association between the character IDs and the player IDs, the racing game unit 30011 can also determine whether or not a player identified by the player ID is an owner of any racehorse. In addition, in the purchase reserved state described above, in the data table as shown in FIG. 52, for example, the racing game unit 30011 controls so that the character ID of the racehorse to be reserved can !5 only be associated with the player ID of the player of that particular reservation. In S30308, the sub control unit 30102 determines whether or not the racehorse designated by the player is purchasable. In this determination, the CPU 30131 makes a determination based on the data on the owner information received in S30307 above. Now, if the racehorse designated by the player is not purchasable (S30308: NO), the 0 process returns to S30302 above. In contrast, if the racehorse designated by the player is purchasable (S30308: YES), the process proceeds to S30309. In S30309, the sub control unit 30102 executes a payout process. In this ./ I process, by deducting credit amounts necessary for purchasing a racehorse from the player' s own credit amount, the CPU 30131 updates not only the player' s own credit amount stored in the RAM 30132 but also the display in the credit amount display area 30221 on the regular BET image or high BET image of the sub monitor 30113. 5 In S303 10, the sub control unit 30102 executes an ownerships connections data generation process. In this process, the CPU 30131 generates a player ID according to predetermined rules. However, if an IC card 30119 is inserted into the reader/writer 30118, the CPU 30131 uses the player ID included in horse owner information 30501 (refer to FIG. 53 below) of the IC card 30119. In addition, the CPU 30131 links a [0 character ID of a racehorse of the purchase object with its player ID. In S3031 1, the sub control unit 30102 executes a character peculiar data random generation process. In this process, using random numbers, the CPU 30131 generates character peculiar data on characters of a racehorse of the purchase object. In S30312, the sub control unit 30102 executes a horse owner information .5 generation process. In this process, the CPU 30131 generates horse owner information 30501 as shown in FIG. 53. In the horse owner information 30501, the character peculiar data generated in S30311 above is linked with the character ID and the player ID thereof that were linked to each other in S303 10 above. In other words, the horse owner information 30501 includes the data 30502 on player ID generated in !0 S30310 above, the data 30503 on the character ID of the racehorse of the purchase object, and the character peculiar data 30504 generated in S30311 above. When the horse owner information 30501 is stored in the RAM 30132 by the CPU 30131, it is transmitted to the racing game unit 30011 at the same time. In the racing game unit 30011, the CPU 30041 stores the horse owner information 30501 in the 25 RAM 30042 or the external memory device 30025, etc. In addition, in the racing game unit 30011, the CPU 30041 associates character IDs with player IDs based on the horse owner information 30501. In S30313, the sub control unit 30102 executes an IC card issuing process. In this process, the CPU 30131 causes the IC card issuing device 30117 to issue an IC card 30 30119 storing the horse owner information 30501. In S30314, the sub control unit 30102 determines whether or not to continue operation in the owner image of the sub monitor 30113. Now, if a player touches any part of the owner image within a predetermined period of time from when the IC card issuing device 30117 is caused to issue an IC card 30119, the CPU 30131 determines that the operation continues in the owner image of the sub monitor 30113. Therefore, in this determination, the CPU 30131 determines whether or not the player has 5 touched any part of the owner image of the sub monitor 30113, based on a coordinate signal from the touch panel driving circuit 30122. Now, if the operation continues in the owner image of the sub monitor 30113 (S30314: YES), the process returns to S30302 above. In contrast, if the operation does not continue in the owner image of the sub monitor 30113 (S30314: NO), this owner process terminates. o In this respect, the CPU 30131 may be such configured that the process of this S30314 is implemented, by providing a continue button 30315 or a return button 30316 in the owner image of the sub monitor 30113, as shown in FIG. 48. When this owner process terminates, the sub monitor 30113 returns to the condition before this owner process starts. Therefore, the sub monitor 30113 displays 5 the regular BET image above or the high BET image above. [23. Example of Operations for Making a Race Entry of a Player' s Racehorse in a Racing Game (the Third Embodiment)] In the following, the example of operations for making a race entry of a player' s racehorse in a racing game in the horse race gaming machine 30001 according 0 to this embodiment is described. FIG. 57 is a flow chart diagram showing one example of an entry process. In the respective stations 30101, triggered by a player's touching the race button 30234 on the high BET image of the sub monitor 30113, the entry process is executed based on the flow chart of FIG. 57. 25 First, in S30401, the sub control unit 30102 determines whether or not a player has touched the race button 30234. In this determination, the CPU 30131 determines whether or not the player has touched the race button 30234 based on a coordinate signal from the touch panel driving circuit 30122. Now, if the player has not touched the race button 30234 (S30401: NO), this entry process terminates. In contrast, if the 0 player has touched the race button 30234 (S30401: YES), the process proceeds to S30402. In S30402, the sub control unit 30102 executes an entry-possible race image /13 display process. In this process, the CPU 30131 displays an entry-possible race image on the sub monitor 30113, based on the data on entry-possible race image information received through bidirectional communication with the racing game unit 30011. FIG. 49 and FIG. 50 show one example of the entry-possible race image displayed on the sub 5 monitor 30113. As shown in FIG. 49, in the entry-possible race image displayed on the sub monitor 30113 covered by the light transmissive colorless touch panel 30114 is provided an entry-possible race display area 30401, a player' s horse display area 30402, an entry button 30403, a cancel button 30404 and a message display area 30405, etc. o In the entry-possible race display area 30401 is provided with respective columns for an entry possible race, a maximum entry, and a remaining entry. The entry possible race column displays a name of a racing game in which a race entry of a racehorse is possible. Parts where those names are displayed are used as designation buttons 30401A, 30401B, 30401C, 30401D, 30401E, 30401F, and 30401G for a player to 5 designate a racing game. The maximum entry column displays the number of racehorses that run in a racing game. The remaining entry column displays the number of racehorses that can make a race entry in a racing game. The player' s horse display area 30402 displays racehorses whose owner is a player. Parts in which those racehorses are displayed are used as designation 0 buttons 30402A, 30402B for a player to designate a racehorse. The data on the entry-possible race display area 30401 or the player' s horse display area 30402 is included in the entry-possible race image information received through bidirectional communication with the racing game unit 30011 in S30402 above. The entry button 30403 is a button that a player touches when he/she wishes 25 to make a race entry of a designated racehorse in a designated racing game. The cancel button 30404 is a button that the player touches to stop race entry. The message display area 30405 displays a message "REQUIRED 20 CREDITS FOR A RACE ENTRY" . In S30403, the sub control unit 30102 determines whether or not the player 0 has the ability to pay. As per the message displayed in the message display area 30405, in this embodiment, 20 credits are required to make a race entry of one racehorse. Therefore, in this determination, the CPU 30131 determines that the V(4 player has the ability to pay when the player' s own credit amount stored in the RAM 30132 are not less than 20 credits. If the player has no ability to pay (S30403: NO), this entry process terminates. In contrast, if the player has the ability to pay (S30403: YES), the process proceeds to S30404. 5 In S30404, the sub control unit 30102 executes a race operation acceptance process. In this process, the CPU 30131 identifies the content of the player' s operation in the entry-possible race image of the sub monitor 30113, based on a coordinate signal from the touch panel driving circuit 30122 and stores it in the RAM 30132. The CPU 30131 reflects the content of the player' s operation in the display of [0 the entry-possible race image of the sub monitor 30113. In S30405, the sub control unit 30102 determines whether or not the player has touched the cancel button 30404. In this determination, the CPU 30131 determines whether or not the player has touched the cancel button 30404 based on a coordinate signal from the touch panel driving circuit 30122. Now, if the player has 5 touched the cancel button 30404 (S30405: YES), this entry process terminates. In contrast, if the player has not touched the cancel button 30404 (S30405: NO), the process proceeds to S30406. In S30406, the sub control unit 30102 determines whether or not the player has touched the entry button 30403. In this determination, the CPU 30131 determines 0 whether or not the player has touched the entry button 30403 based on a coordinate signal from the touch panel driving circuit 30122. Now, if the player has not touched the entry button 30403 (S30406: NO), the process returns to S30402 above. In contrast, if the player has touched the entry button 30403 (S30406: YES), the process proceeds to S30407. !5 In S30407, the sub control unit 30102 executes an entry-possible race information obtaining process. In this process, the CPU 30131 receives entry-possible race information through bidirectional communication with the racing game unit 30011. This entry-possible race information includes data as a result of causing the racing game unit 30011 to check whether or not a racehorse designated by the player 0 can make a race entry in a designated racing game. If the race entry is possible, the racing game unit 30011 puts that race entry into a reserved state. In the racing game unit 30011, the CPU 30041 controls race entries of 75 respective racing games by means of character IDs. For example, as per the data table shown in FIG. 54, a racing game and character IDs are associated. Such the data table is stored in the RAM 30042 or the external memory device 30025, etc. In S30408, the sub control unit 30102 determines whether or not a racehorse 5 designated by the player can make a race entry in a designated racing game. In this determination, the CPU 30131 makes a determination based on the data on the entry-possible race information received in S30407 above. Now, if the racehorse designated by the player can make a race entry in the designated racing game (S30408: YES), the process proceeds to S30413 below. In contrast, if the racehorse [0 designated by the player cannot make a race entry in the designated racing game (S30408: NO), the process proceeds to S30409. In this embodiment, it is possible to forcibly make a race entry in a racing game designated by a player (refer to S30414 below) on the condition that the player pays 20 points from the player' s own entry points (refer to S30412 below), even .5 though there is no longer any racehorse that can make a race entry in the racing game. In S30409, the sub control unit 30102 executes a sub monitor display process. In this process, the CPU 30131 changes the entry-possible race image being displayed on the sub monitor 30131 to an entry-possible race image as shown in FIG. 50. In 0 other words, instead of the entry button 30403, the cancel button 30404, and the message display area 30405 are provided a YES button 30413, a NO button 30414 and a message display area 30415. The YES button 30413 is a button that the player touches to ensure race entry of a designated racehorse in a designated racing game. The NO button 30414 is a 25 button that the player touches to stop race entry of a designated racehorse in a designated racing game. The message display area 30415 displays the message "REQUIRED 20 POINTS FOR A RACE ENTRY" . In S30410, the sub control unit 30102 determines whether or not the player has touched the NO button 30414. In this determination, the CPU 30131 determines 0 whether or not the player has touched the NO button 30414 based on a coordinate signal from the touch panel driving circuit 30122. Now, if the player has touched the NO button 30414 (S30410: YES), the process returns to S30402 above. Then, the CPU 76 30131 causes the racing game unit 30011 to cancel the reservation of the race entry described above, by transmitting a control signal to the racing game unit 30011. In contrast, if the player has not touched the NO button 30414 (S30410: NO), the process proceeds to S30411. 5 In S304 1, the sub control unit 30102 determines whether or not the player has touched the YES button 30413. In this determination, the CPU 30131 determines whether or not the player has touched the YES button 30413, based on a coordinate signal from the touch panel driving circuit 30122. Now, if the player has not touched the YES button 30413 (S3041 1: NO), the process returns to S30410 above. In contrast, [0 if the player has touched the YES button 30413 (S3041 1: YES), the process proceeds to S30412. In S30412, the sub control unit 30102 executes an entry point deduction process. In this process, by deducting from the player' s own entry points the points necessary to make a race entry in a racing game, the CPU 30131 updates not only the .5 player' s own entry points stored in the RAM 30132 but also the display in the entry point display area 30231 on the high BET image of the sub monitor 30113. In this respect, all of the player' s own entry points may be deducted. It is to be noted that the sub control unit 30102 skips a payout process of S30413 below, if this entry point deduction process is executed. :0 In S30413, the sub control unit 30102 executes the payout process. In this process, by deducting credit amounts necessary for making a race entry in a racing game from the player' s own credit amount, the CPU 30131 updates not only the player' s own credit amount stored in the RAM 30132 but also the display in the credit amount display area 30221 on the high BET image of the sub monitor 30113. 25 In S30414, the sub control unit 30102 executes a race entry process. In this process, when storing in the RAM 30132 race entry information including data on race entry determination, etc. (data showing player IDs or character IDs, or determinations), the CPU 30131 simultaneously transmits it to the racing game unit 30011. In the racing game unit 30011, the CPU 30041 associates a racing game with a 30 character ID based on data on this information. In particular, if the player has paid 20 points from the player' s own entry points, a race entry in the racing game is forcibly done. The racing game unit 30011 may enable this forcible race entry by I I increasing the number of racehorses to run the racing game, or by replacing any of the racehorses that have already been registered, with it. In S30415, the sub control unit 30102 determines whether or not operation continues in the entry-possible race image of the sub monitor 30113. Now, if the 5 player touches any part of the entry-possible race image of the sub monitor 30113 within a predetermined period of time from when the player touched the YES button 30413, the CPU 30131 determines that the operation continues in the entry-possible race image of the sub monitor 30113. Thus, if the operation continues in the entry-possible race image of the sub monitor 30113 (S30415: YES), the process returns 0 to S30402 above. In contrast, if the operation does not continue in the entry-possible race image of the sub monitor 30113 (S30415: NO), this entry process terminates. When this entry process terminates, the sub monitor 30113 returns to the condition before the entry process starts. Therefore, the sub monitor 30113 displays the high BET image above. 5 [24. Others (the Third Embodiment)] In addition, the present invention is not limited to the above third embodiment, but various changes may be made without departing from its scope. For example, the characteristics of the present invention can be implemented even when configuration is such that the BET operations on a racing game result are D limited to those before the racing game. Besides, in the horse race gaming machine 30001 of this embodiment, the BET image display process (S30101 of FIG. 55 above) executed at each station 30101, can be constructed to execute based on a flow chart of FIG. 58, not of FIG. 39. The flow chart of FIG. 58 has differences in each of steps S30202 through S30205 compared to the flow 5 chart of FIG. 39. Namely, in S30202 of FIG. 58, if a race entry has been made (S30202: YES), the process proceeds to S30205. In contrast, if a race entry has not been made (S30202: NO), the process proceeds to S30203. In S30203, the sub control 30102 determines whether or not an IC card 30119 is inserted into the reader/writer 30118. 0 In this determination, the CPU 30131 makes a determination based on the data on whether or not there is an IC card 30119 transmitted by the reader/writer 30118, etc. Now if an IC card 30119 is not inserted into the reader/writer 30118 (S30203: NO), the /8 process proceeds to S30210. In contrast, if an IC card 30119 is inserted into the reader/writer 30118 (S30203: YES), the process proceeds to S30204. In S30204, the sub control unit 30102 determines whether or not a player is an owner of any racehorse. In this determination, the CPU 30131 makes a determination 5 based on the data on horse owner information 30501 stored in the RAM 30132 or an IC card 30119, etc. The horse owner information 30501 stored in an IC card 30119 is read out by the reader/writer 30118 and inputted into the CPU 30131. Now, if a player is not an owner of any racehorse (S30204: NO), the process proceeds to S30210. In contrast, if the player is an owner of any racehorse (S30204: YES), the process 0 proceeds to S30205. Accordingly, if the BET image display process (S30101 of FIG. 55 above) executed at each station 30101 is constructed to proceed in accordance with the flow chart of FIG. 58, the following condition has to be satisfied for the execution of the high denomination process of S30208. 5 (1) The player has become an owner of any racehorse (S30202: YES or S30204: YES). However, even if the player has become an owner of any racehorse (S30204: YES), if a race entry of the racing game has not been made about any of the racehorses whose owner is the player (S30202: NO), the following condition is 0 additionally needed to be satisfied. (2) An IC card 30119, which is issued when the player has become an owner of any racehorse, is inserted into the reader/writer 30118 (S30203: YES). In addition, in the horse race gaming machine 30001 of this embodiment, the racehorses being made a race entry in each racing game are controlled through the 25 data table as shown in FIG. 54. However, ignoring the data table, the racehorses which are to run in this racing game are able to be determined randomly. To realize it, the game operations of the horse race gaming machine 30001 of this embodiment is constructed to proceed based on a flow chart of FIG. 59, not of FIG. 55. The flow chart of FIG. 59 is different from the flow chart of FIG. 55 only in the point that the process 0 of S31000 is added. Namely, in the racing game unit 30011, the main control unit 30012 executes a starter horse random determination process of S31000 before executing the racing game preparation process of S31001. In this process, the CPU 30041 randomly determines starter horses concerning this racing game. Furthermore, the CPU 30041 excludes starter horse from the data read out from the ROM 30043 when executing the racing game preparation process of the next S31001. Thus, concerning this racing 5 game, starter horses are randomly determined. The reference in this specification to any prior publication (or information derived from it), or to any matter which is known, is not, and should not be taken as an acknowledgment or admission or any form of suggestion that that prior publication (or information derived from it) or known matter forms part of the common general knowledge in the field of endeavour to which this specification relates. Throughout this specification and the claims which follow, unless the context requires otherwise, the word "comprise", and variations such as "comprises" and "comprising", will be understood to imply the inclusion of a stated integer or step or group of integers or steps but not the exclusion of any other integer or step or group of integers or steps.

Claims (21)

1. A horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: 5 a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and an input device with which a player inputs information used for progressing the horse racing game; and 10 a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of: (1) determining whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; and [5 (2) changing, in the station at which the player who is determined to have become an owner of any one of the racehorses is playing, a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit.
2. The horse race gaming machine of claim 1, further comprising: 0 a plurality of odds which are ratios used for calculating a payout amount to be awarded to a player based on a result of the current racing game, wherein: the processor is programmed to execute, in the plurality of stations, a process of: (3) respectively changing a ratio of each of the odds to a higher ratio in 25 the station at which the player who is determined to have become an owner of any one of the racehorses is playing.
3. The horse race gaming machine of claim 1, further comprising: a plurality of character IDs which are respectively applied to the respective racehorses; 30 a plurality of player IDs which are respectively applied to players who play at the plurality of stations; and a memory storing data related the plurality of character IDs, wherein 81 the processor is programmed to execute processes of: (a) applying the player ID to a player based on an input made by the player using the input device; (b) generating ownerships connections data linking the character ID of 5 the racehorse whose owner is the player to the player ID applied; (c) storing the ownerships connections data in the memory device; and (d) identifying the racehorse whose owner is the player based on the respective ownerships connections data stored in the memory.
4. A horse race gaming machine comprising: 0 a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; 5 an input device with which a player inputs information used for progressing the horse racing game; and a reader into which an IC card storing horse owner information related to an owner of the racehorse is inserted; and a processor which is programmed, for progressing the horse racing game by o controlling the plurality of stations, to execute, in the station where the IC card has been inserted into the reader, processes of: (1) making the reader read out the horse owner information in the IC card; (2) determining whether or not a player who is playing at the station 25 has become an owner of any one of the racehorses based on the horse owner information which is read out; and (3) changing a denomination used at the specifying device from the first minimum unit to a second minimum unit larger than the first minimum unit if the player who is playing at the station is determined to have become an owner of any one 30 of the racehorses.
5. The horse race gaming machine of claim 4, further comprising: a plurality of odds which are ratios used for calculating a payout amount to be 82 awarded to a player based on a result of the current racing game, wherein: the processor is programmed to execute, in the plurality of stations, a process of: (4) respectively changing a ratio of each of the odds to a higher ratio in 5 the station at which the player who is determined to have become an owner of any one of the racehorses is playing.
6. The horse race gaming machine of claim 4, further comprising: a plurality of character IDs which are respectively applied to the respective racehorses; 0 a plurality of player IDs which are respectively applied to players who play at the plurality of stations; and a memory storing data related the plurality of character IDs, wherein the processor is programmed to execute processes of: (a) applying the player ID to a player based on an input made by the 5 player using the input device; (b) generating ownerships connections data linking the character ID of the racehorse whose owner is the player to the player ID applied; (c) storing the ownerships connections data in the memory device; and (d) identifying the racehorse whose owner is the player based on the 0 respective ownerships connections data stored in the memory.
7. A horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of 25 a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; an input device with which a player inputs information used for progressing the horse racing game; an issuing device for issuing an IC card storing horse owner information 30 related to an owner of the racehorse; and a reader into which the IC card is inserted; and a processor which is programmed, for progressing the horse racing game by 83 controlling the plurality of stations, to execute processes of: (1) determining whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; and 5 (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing: (2-1) randomly generating racehorse information related to the racehorse whose owner is the player; (2-2) issuing through the issuing device an IC card which stored 0 the horse owner information including the racehorse information generated; (2-3) changing a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit if the IC card is inserted into the reader; and (2-4) changing the denomination used at the specifying device 5 from the second minimum unit to the first minimum unit if the IC card is taken out of the reader.
8. The horse race gaming machine of claim 7, further comprising: a plurality of odds which are ratios used for calculating a payout amount to be awarded to a player based on a result of the current racing game, wherein: 0 the processor is programmed to execute, in the plurality of stations, a process of: (3) respectively changing a ratio of each of the odds to a higher ratio in the station at which the player who is determined to have become an owner of any one of the racehorses is playing if the denomination used at the specifying device has been 25 changed from the first minimum unit to the second minimum unit.
9. The horse race gaming machine of claim 7, further comprising: a plurality of character IDs which are respectively applied to the respective racehorses; a plurality of player IDs which are respectively applied to players who play at 30 the plurality of stations; and a memory storing data related the plurality of character IDs, wherein the processor is programmed to execute processes of: 84 (a) applying the player ID to a player based on an input made by the player using the input device; (b) generating ownerships connections data linking the character ID of the racehorse whose owner is the player to the player ID applied; . 5 (c) storing the ownerships connections data in the memory device; and (d) identifying the racehorse whose owner is the player based on the respective ownerships connections data stored in the memory.
10. A horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; 10 a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; an input device with which a player inputs information used for [5 progressing the horse racing game; an issuing device for issuing an IC card storing horse owner information related to an owner of the racehorse; a reader into which the IC card is inserted; and a sub monitor on which gaming information related to the horse racing !0 game is displayed; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of: (1) determining whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; 25 (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing: and (2-1) randomly generating racehorse information related to the racehorse whose owner is the player; (2-2) issuing through the issuing device an IC card which stored 30 the horse owner information including the racehorse information generated; (2-3) displaying on the sub monitor a message asking whether to change a denomination used at the specifying device from the first minimum unit to a 85 second minimum unit which is larger than the first minimum unit if the IC card is inserted to the reader; (2-4) determining whether to change from the first minimum unit to the second minimum unit based on an input made by the player using the 5 input device; (2-5) changing the denomination used at the specifying device from the first minimum unit to the second minimum unit if it is determined to change from the first minimum unit to the second minimum unit; and (2-6) changing the denomination used at the specifying device 0 from the second minimum unit to the first minimum unit if the IC card is taken out of the reader, if the denomination used at the specifying device has been changed from the first minimum unit to the second minimum unit.
11. The horse race gaming machine of claim 10, further comprising: a plurality of odds which are ratios used for calculating a payout amount to be 5 awarded to a player based on a result of the current racing game, wherein: the processor is programmed to execute, in the plurality of stations, a process of: (3) respectively changing a ratio of each of the odds to a higher ratio in the station at which the player who is determined to have become an owner of any one 0 of the racehorses is playing if the denomination used at the specifying device has been changed from the first minimum unit to the second minimum unit.
12. The horse race gaming machine of claim 10, further comprising: a plurality of character IDs which are respectively applied to the respective racehorses; 25 a plurality of player IDs which are respectively applied to players who play at the plurality of stations; and a memory storing data related the plurality of character IDs, wherein the processor is programmed to execute processes of: (a) applying the player ID to a player based on an input made by the 30 player using the input device; (b) generating ownerships connections data linking the character ID of the racehorse whose owner is the player to the player ID applied; 86 (c) storing the ownerships connections data in the memory device; and (d) identifying the racehorse whose owner is the player based on the respective ownerships connections data stored in the memory.
13. A horse race gaming machine comprising: 5 a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and 10 an input device with which a player inputs information used for progressing the horse racing game; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of: (1) determining whether or not a player has become an owner of any .5 one of the racehorses based on an input made by the player using the input device; and (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing: (2-1) determining whether or not the racehorse whose owner is 0 the player is going to run in a current racing game; and (2-2) changing a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit only for the current racing game if the racehorse whose owner is the player is determined to run in the current racing game. 25
14. The horse race gaming machine of claim 13, further comprising: a plurality of odds which are ratios used for calculating a payout amount to be awarded to a player based on a result of the current racing game, wherein: the processor is programmed to execute, in the plurality of stations, a process of: 0 (3) respectively changing a ratio of each of the odds to a higher ratio in the station at which the player who is determined to have become an owner of any one of the racehorses is playing if the denomination used at the specifying device has been 87 changed from the first minimum unit to the second minimum unit.
15. The horse race gaming machine of claim 13, wherein the processor is programmed, when executing the process of (2-1), to execute a process of: 5 (2-1-1) randomly determining whether or not the racehorse whose owner is the player is going to run in a current racing game.
16. The horse race gaming machine of claim 13, further comprising: a plurality of character IDs which are respectively applied to the respective racehorses; [0 a plurality of player IDs which are respectively applied to players who play at the plurality of stations; and a memory storing data related the plurality of character IDs, wherein the processor is programmed to execute processes of (a) applying the player ID to a player based on an input made by the .5 player using the input device; (b) generating ownerships connections data linking the character ID of the racehorse whose owner is the player to the player ID applied; (c) storing the ownerships connections data in the memory device; and (d) identifying the racehorse whose owner is the player based on the 0 respective ownerships connections data stored in the memory.
17. A horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of 25 a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and an input device with which a player inputs information used for progressing the horse racing game; an entry limit limiting number of racehorses which can run in each 30 racing game; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of: 66 (1) determining whether or not a player has become an owner of any one of the racehorses based on an input made by the player using the input device; and (2) in the station at which the player who is determined to have become an owner of any one of the racehorses is playing: (2-1) accepting a race entry in a condition that an acceptance is done in arrival order within the entry limit of the current racing game if the player has made the race entry of the racehorse whose owner is the player in the current racing game using the input device; (2-2) in the station at which the player who has made the race entry is playing, determining whether or not the racehorse whose owner is the player is going to run in a current racing game based on the accepting result; and (2-3) changing a denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first 5 minimum unit only for the current racing game if the racehorse whose owner is the player is determined to run in the current racing game.
18. The horse race gaming machine of claim 17, further comprising: a plurality of odds which are ratios used for calculating a payout amount to be awarded to a player based on a result of the current racing game, wherein: ) the processor is programmed to execute, in the plurality of stations, a process of: (3) respectively changing a ratio of each of the odds to a higher ratio in the station at which the player who is determined to have become an owner of any one of the racehorses is playing if the denomination used at the specifying device has been 5 changed from the first minimum unit to the second minimum unit.
19. The horse race gaming machine of claim 17, further comprising: entry points which is given to each player playing at one of the plurality of stations and is accumulated according to a bet amount specified by the player through an input with the specifying device, wherein 0 the processor is programmed, when executing the process of (2-1), to execute a process of (2-1 -1) preferentially accepting the race entry of the racehorse whose 89 owner is the player in the current racing game, if the player who is determined to have become an owner of any one of the plurality of racehorses pays all or part of the entry points given to the player through the input with the input device.
20. The horse race gaming machine of claim 17, further comprising: 5 a plurality of character IDs which are respectively applied to the respective racehorses; a plurality of player IDs which are respectively applied to players who play at the plurality of stations; and a memory storing data related the plurality of character IDs, wherein .0 the processor is programmed to execute processes of: (a) applying the player ID to a player based on an input made by the player using the input device; (b) generating ownerships connections data linking the character ID of the racehorse whose owner is the player to the player ID applied; 5 (c) storing the ownerships connections data in the memory device; and (d) identifying the racehorse whose owner is the player based on the respective ownerships connections data stored in the memory.
21. A horse race gaming machine comprising: a plurality of racing games constituting a horse racing game; 0 a plurality of stations each provided with: a specifying device with which a player specifies a bet amount for any of a plurality of racehorses which are run in a current racing game in a denomination condition of a first minimum unit; and an input device with which a player inputs information used for 25 progressing the horse racing game; and a processor which is programmed, for progressing the horse racing game by controlling the plurality of stations, to execute processes of: (1) changing, in the station at which the player who has become an owner of any one of the racehorses by using the input device is playing, a 0 denomination used at the specifying device from the first minimum unit to a second minimum unit which is larger than the first minimum unit.
AU2009200672A 2008-03-12 2009-02-19 Horse race gaming machine Abandoned AU2009200672A1 (en)

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US3591708P 2008-03-12 2008-03-12
US3594708P 2008-03-12 2008-03-12
US3593408P 2008-03-12 2008-03-12
US61/035,947 2008-03-12
US61/035,934 2008-03-12
US61/035,917 2008-03-12

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