TW200838589A - Game system - Google Patents

Game system Download PDF

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Publication number
TW200838589A
TW200838589A TW096135605A TW96135605A TW200838589A TW 200838589 A TW200838589 A TW 200838589A TW 096135605 A TW096135605 A TW 096135605A TW 96135605 A TW96135605 A TW 96135605A TW 200838589 A TW200838589 A TW 200838589A
Authority
TW
Taiwan
Prior art keywords
game
data
player
unit
stored
Prior art date
Application number
TW096135605A
Other languages
Chinese (zh)
Inventor
Hirobumi Toyoda
Original Assignee
Aruze Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Aruze Corp filed Critical Aruze Corp
Publication of TW200838589A publication Critical patent/TW200838589A/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/14Racing games, traffic games, or obstacle games characterised by figures moved by action of the players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Abstract

A game system includes a main controller that operates to: control the main display to display an image for providing the game; store prediction data in accordance with the predictions input through the prediction input unit provided in the player terminals; store a plurality of game conditions that define different conditions for playing the game; select one from among the stored game conditions in accordance with the stored prediction data; provide the game to the players under the selected game condition; and provide an award to a player who wins the game.

Description

200838589 九、發明說明: 【發明所屬之技術領域】 本發明係關於一種提供複數個玩家參與之遊戲之 戲糸 統。 【先前技術】 在習知的提供複數個玩家藉由插入諸如硬帶、遊戲幣 (medal)及代幣之遊戲媒體而參與之遊戲(諸如,賽馬遊戲) 的遊戲系統中,玩家中之每一者對遊戲之結果作出預測且 插入遊戲媒體以執行押注。根據遊戲之結果,在一預定獎 勵表及所插入遊戲媒體之數目的基礎上將遊戲媒體賠付终 戯得遊戲之玩家。 文件JP-A-2004-041714描述了提供一遊戲之該遊戲系統 之一實例,在該遊戲中,當一定義為由一玩家擁有之馬 (或一類似可移動物件)達成一預定結果(例如,贏得賽馬) 時,將特殊的獎勵賠付給該玩家。 然而’遊戲系統中用於支付獎勵而玩之遊戲僅根據一預 定私式來執行,而不考慮由玩家作出的遊戲預測之結果及 由玩豕執行的遊戲媒體之插入的結果。玩家預測遊戲結果 係相當容易的。因此,期待一遊戲系統,其提供在預測遊 戲之結果時需要一複雜決策,藉此使得玩家更大程度地享 受遊戲樂趣的遊戲。 【發明内容】 本發明之目標中之一者為提供一遊戲系統,該遊戲系統 提供一在預測遊戲之結果時需要複雜決策,藉此使得玩家 124515.doc 200838589 進一步地享受遊戲樂趣的遊戲。 根據本^明之一第一恶樣,提供一提供複數個玩家參與 之遊戲之遊戲系統,該遊戲系統包括:一主顯示器;針對 玩家中之每一者而提供之複數個玩家終端機,該等玩家終 端機中之每一者具備一預測輸入單&,該預測冑入單元允 許各別玩家輸入-關於遊戲結果之預測;及一連接至該主 顯示器及該等玩家終端機之主控制器。該主控制器操作 以:控制主顯示器顯示一用於提供遊戲之影像;根據經由 提供於玩家終端機中之預测輸入單元輸入之預測來储存預 測貢料;儲存定義用於玩遊戲之不同條件之複數個遊戲條 件;根據所儲存之預測資料自所儲存之遊戲條件中選擇一 遊戲條件,料戲㈣冑之遊戲條件下提供給玩家;且將 一獎勵提供給一赢得遊戲之玩家。 根據本發明之-第二態樣,提供—提供複數個玩家參與 之么共遊戲之遊戲系統;在公共 — 戲結果且插入遊戲媒體;且: :豕預測遊 戲結果之_㈣付㈣_ ς賴巾,根據對應於遊 輸入單元,-允,==戲系統包括:一預測 預測館存單:,:=Γ入關於遊戲結果之預測;-預測之預測資料由該預測輸入單元輸入之 遊戲之複數個遊戲條件;一遊二:70 #儲存用於公共 存於該預測儲存單元中之預=件選擇單元’其根據儲 存單元中之該 川貝枓自儲存於該遊戲條件儲 行控制器,j:布攄=條件中選擇一遊戲條件;及一遊戲執 據由料戲條件選擇單元敎之遊戲條件 124515.doc 200838589 來控制公共遊戲之執行。 【貫施方式】 下文將參看圖式描述一遊戲系統。 圖1為展示一根據本發明之一實施例之遊戲系統1的外觀 之透視圖。遊戲系統1為一所謂的大規模遊戲機,其提供 複數個玩家參與之遊戲。遊戲系統1具備一定義一具有大 體矩形形狀之遊戲區之主單元2〇,及配置於遊戲區21中之 複數個玩家終端機3〇。200838589 IX. DESCRIPTION OF THE INVENTION: TECHNICAL FIELD OF THE INVENTION The present invention relates to a play system for providing a game in which a plurality of players participate. [Prior Art] In a game system that provides a plurality of players to participate in a game (such as a horse racing game) by inserting game media such as hard tapes, medals, and tokens, each of the players The player makes predictions about the outcome of the game and inserts the game media to perform a bet. Based on the outcome of the game, the game media is paid to the player of the final game based on the number of predetermined incentive tables and the number of inserted game media. An example of the game system providing a game is described in the document JP-A-2004-041714, in which a predetermined result is achieved when a horse (or a similar movable object) defined by a player is defined (eg When winning a horse race, pay special rewards to the player. However, the game played in the game system for paying the prize is only executed according to a predetermined private style, regardless of the result of the game prediction made by the player and the result of the insertion of the game medium executed by the game player. Players predict game outcomes quite easily. Therefore, a gaming system is desired that provides a game that requires a complex decision in predicting the outcome of the game, thereby allowing the player to enjoy the game more. SUMMARY OF THE INVENTION One of the objects of the present invention is to provide a game system that provides a game that requires complex decisions in predicting the outcome of the game, thereby allowing the player 124515.doc 200838589 to further enjoy the game. According to one of the first evil samples of the present invention, a game system for providing a game in which a plurality of players participate is provided, the game system comprising: a main display; and a plurality of player terminals provided for each of the players, Each of the player terminals has a predictive input list & the predictive entry unit allows individual player inputs - predictions regarding game outcomes; and a primary controller coupled to the primary display and the player terminals . The main controller is operative to: control the main display to display an image for providing the game; store the predicted tribute according to the prediction input via the predictive input unit provided in the player terminal; store the different conditions defined for playing the game a plurality of game conditions; selecting a game condition from the stored game conditions according to the stored forecast data, providing the game to the player under the game condition of the game (4); and providing a reward to the player who wins the game. According to a second aspect of the present invention, there is provided a game system for providing a plurality of players to participate in a game; a public-play result and insertion of a game medium; and: : 豕 predicting a game result _ (four) pay (four) _ ς According to the game input unit, the - allow, == play system includes: a predictive forecast library deposit slip:,: = break into the prediction about the game result; - predict the forecast data from the plurality of games input by the predictive input unit Game conditions; one swim two: 70 # store for the public stored in the predictive storage unit pre-subject selection unit 'which is stored in the storage unit according to the Chuanbei 储存 in the storage unit, j: A game condition is selected in the cloth = condition; and a game is controlled by the game condition selection unit 124 the game condition 124515.doc 200838589 to control the execution of the public game. [Complex Mode] A game system will be described below with reference to the drawings. 1 is a perspective view showing the appearance of a game system 1 according to an embodiment of the present invention. The game system 1 is a so-called large-scale game machine that provides a game in which a plurality of players participate. The game system 1 is provided with a main unit 2A defining a game area having a substantially rectangular shape, and a plurality of player terminals 3〇 disposed in the game area 21.

主單元20包括:一沿著遊戲區2丨之一侧配置之主顯示裝 置22,配置於遊戲區21之隅角處之四個揚聲器23 ;及一控 制主顯示裝置22及揚聲器23之主控制器80。 主顯示裝置22根據自主控制器80所輸出之影像資料而顯 示影像。主顯示裝置22可較佳為一大尺寸之顯示裝置, 諸如,一大尺寸之監視裝置或一大尺寸之投影顯示裝置。 玩家終端機30中之每一者置放於遊戲區21中以朝著主顯 示裝置22定向。主控制器8〇經由一無線LAN與玩家終端機 30中之每一者建立互動式通信。控制器執行一預定遊戲程 式且與各別玩家終端機3〇建立互動式通信,藉此提供複數 個玩家參與之遊戲,諸如,赛馬遊戲。遊戲系統1係組態 為一為複數個玩家提供公共遊戲之遊戲系統之一實例,在 叆遊戲中,玩家作出關於遊戲結果之預測且插入諸如硬 幣、遊戲幣及代幣之遊戲媒體;且在該遊戲中,根據基於 遊戲結果所確定之獎勵將遊戲媒體賠付給玩家。 圖2為展示玩家終端機30中之每一者之外觀的透視圖。 124515.d〇< 200838589 玩豕終端機30中之每一者具有一座位3丨及一終端機顯示器 61 〇 終端機顯示器61具備:一由一側單元60支撐之第一支撐 臂611; 一附著至第一支撐臂611之前端之第二支撐臂 612 ;及一子監視器613,其附著至第二支撐臂612之前端 且顯示與其上之遊戲有關之影像。 第一支撐臂611可相對於侧單元60沿著垂直方向延伸。 第二支撐臂612可延伸且可相對於第一支撐臂611之抽向方 向保持於任意角度。子監視器613可相對於第二支撐臂612 之軸向方向保持於任意角度。 側單元60裝備有一在垂直方向中延伸之子監視器儲存槽 62。子監視器儲存槽62可回縮地儲存第一支撐臂611、第 二支撐臂612及子監視器613。 終端機控制器150安裝於側單元60中。終端機控制器15〇 經由無線LAN及複數個槽97連接至主控制器8〇,該複數個 槽97儲存上面設有服務於終端機控制器ι5〇之部分之電路 的電路板。 終端機控制器150根據自主控制器8〇所接收之指令來控 制終端機顯示器61,且經由一操作單元72(稍後將加以描 述)將一信號輸入傳輸至主控制器80。 一罩蓋971經可重新關閉地附著至槽97之一上部部分。 如圖2所示,終端機控制板972可藉由打開罩蓋971而自上 部插入槽97中。 座位殼體70之後部部分向上延伸且支撐一靠背及一頭 124515.doc 200838589 枕。揚聲器7 5提供於頭枕之左側與右側處。 座位殼體70之後側部分亦向上延伸以防止其他玩家檢視 一坐在座位主體50中之玩家。 一具備一鍵盤、一滾輪鍵(jog dial)及其他輸入裝置之操 作單元72設於桌子71上之一侧臂附近之一位置處,在該位 置處丄在座位主體中之玩家可容易地操作操作單元 ^ 72。操作單元72亦具備一硬幣插入槽732、一開始按鈕及 _ 一允許玩家插入一信用卡或一會員卡之卡槽。 在該實施例中,操作單元72設於桌子71上。然而,操作 單元之位置不限於桌子上,而亦可作為子監視器613上之 一觸控面板加以提供。 一硬幣賠付開口 731(經由硬幣賠付開口 自一設於側 單兀60中之硬幣儲存倉賠付硬幣)及一接收所支付之硬幣 之硬幣接收部分設於桌子71之下方且在側臂前方的位置 處。硬幣接收部分具備一固持硬幣容器之未加以說明之固 φ 持器。 圖3為展示遊戲系統丨之一電路組態之方塊圖。如圖3所 示,八個玩家終端機30a至30h與一伺服器2〇〇藉由一網路 300(例如,無線LAN或其類似物)而連接在一起。展示於圖 中之玩豕终鸲機3⑽至3 011在組態上大體上等於玩家終端 機30a因此,圖3中省略玩家終端機3〇|3至3〇11之細節。 玩豕、、ς端機30a包括終端機控制器1 50、連接至終端機控 制器150之操作單元72 ;硬幣接收部分;及硬幣賠付開口 731 、、、端機控制器150包括一充當一能夠執行各種電腦程 124515.doc 200838589 式之處理器之終端機CPU 152; —連接至終端機CPU 152 之終端機RAM 154 ; —連接至終端機CPU 152之終端機 ROM 156; —連接至終端機CPU 152之終端機視訊控制器 158; —連接至終端機CPU 152之終端機音訊控制器160; 及一連接至終端機CPU 152之終端機通信介面162。 終端機CPU 152根據儲存於終端機ROM 156中之程式及 儲存於終端機RAM 154中之資料執行各種類型之處理。因 此,終端機CPU 152充當稍後將描述之各種類型之構件。 終端機RAM 154儲存各種旗標及變數之值,且充當一用 於終端機CPU 152之臨時儲存區。舉例而言,關於待由玩 家操作之側單元60之資訊、關於由玩家擁有之區之資訊及 其類似物(終端機遊戲資訊)儲存於終端機RAM 154中。 終端機ROM 156儲存待用於由終端機CPU 152控制終端 機3 0之程式,且各種表格亦儲存於終端機ROM 156中。 終端機視訊控制器158包括一視訊資料處理器(在下文中 縮寫為"VDP”); 一儲存各種類型之影像資料之影像資料 ROM ; —用於將影像資料轉換成類比影像信號之數位類比 (D/A)轉換器;及一用於在供電時產生重設信號之初始重 設電路。VDP為包括諸如所謂的子晝面電路、螢幕電路及 調色板電路之電路,且可執行用於使得終端機顯示器61顯 示影像之各種處理操作之裝置。簡言之,VDP執行對終端 機顯示器61之顯示控制。VDP亦裝備有一充當用於在終端 機顯示器61之一顯示區中顯示影像之緩衝器的儲存媒體 (例如,視訊RAM)。影像資料儲存於該儲存媒體之預定儲 124515.doc -10- 200838589 存區中,在此處影像以預定時序顯示於終端機顯示器61之 顯示區中。 諸如字元影像資料、背景影像f料及呈現影像f料之各 種影像資料各別地儲存於影像資料R0M+。當然,展示有 關影像之有關影像資料亦館存於影像資料RQM中。 根據一自終鈿機CPU 152所供應之影像顯示指令,VDp 自影像資料ROM中讀取各種類型之影像資料,諸如,用於 呈現目的之識別資訊影像資料、背景影像資料及呈現影像 資料;且產生待顯示於終端機顯示器61上之影像資料。 VDP將如此產生之影像資料儲存於緩衝器中以使得影像資 料順序地疊加於位於一後方位置中之影像資料上,且以預 定時序將影像資料供應至D/A轉換器。D/A轉換器將影像 資料轉換成影像信號,且將此影像信號供應至終端機顯示 器61 ’藉此使得終端機顯示器6丨顯示影像。 終端機音訊控制器160包括一用於控制聲音之聲源Ic ; 儲存各種聲音資料片段之聲音資料R〇M ;及一用於放大聲 音信號之放大器(在下文中縮寫為"AMP”)。 聲源1C連接至終端機CPU 152、初始重設電路、聲音資 料ROM及AMP。聲源1C控制自揚聲器75發出之聲音。 終端機通信介面162經由網路300而連接至祠服器2〇〇。 該介面將信號自終端機CPU 152傳輸至伺服器2〇〇,且接收 一自伺服器2 0 0所傳輸之信號,並將如此接收之信號轉移 至終端機CPU 152。 操作單元72係沿著玩家終端機之主體之框架而提供。當 124515.doc -11- 200838589 由玩家操作時,操作單元72向終端機控制器150供應預定 偵測信號。 硬幣接收部分係沿著終端機3 〇之主體之框架而提供。硬 幣接收部分具有硬幣偵測器。當諸如插入硬幣接收部分中 之硬幣之遊戲媒體經過該硬幣偵測器時,偵測該遊戲媒 體。硬幣接收部分將回應於該經偵測之遊戲媒體之偵測信 號傳輸至終端機控制器15〇。硬幣偵測器亦可為任何偵測 裝置’諸如’光學感測器及近程感測器。 硬幣賠付開口 73 1係沿著終端機30之主體而提供。硬幣 賠付開口 73 1根據自終端機控制器150所傳輸之賠付信號而 支付遊戲媒體。 伺服器200具有一主控制器80。主控制器80包括一充當 各種執行構件之伺服器CPU 252 ; —連接至伺服器CPU 252之伺服器RAM 254 ; —連接至伺服器CPU 252之伺服器 ROM 256 ; —連接至伺服器CPU 252之伺服器影像輸出電 路268 ; —連接至伺服器CPU 252之伺服器音訊輸出電路 260 ;及一連接至伺服器CPU 252之伺服器通信介面262。 伺服器CPU 252根據儲存於此伺服器ROM 256中之遊戲 程式執行各種處理操作。因此,伺服器CPU 252充當稍後 將描述之各種構件。 各種旗標及變數之值儲存於充當用於伺服器CPU 252之 臨時儲存區之伺服器RAM 254中。 伺服器ROM 256儲存用於由伺服器CPU 252控制伺服器 200之操作之遊戲程式;例如,用於提供賽馬遊戲之程 124515.doc -12- 200838589 式。 伺服器影像輸出 中縮寫為nVDPn); 電路268包括一影像資料處理器(在下文 一儲存各種類型之影像資料之影像資料 一用於將影像資料轉換成影像信號之數位類比 (D/A)轉換器;及_用 名 用於在供電時產生重設信號之初始重The main unit 20 includes: a main display device 22 disposed along one side of the game area 2丨, four speakers 23 disposed at a corner of the game area 21; and a main control for controlling the main display device 22 and the speaker 23. 80. The main display device 22 displays an image based on the image data output from the host controller 80. The main display device 22 may preferably be a large-sized display device such as a large-sized monitoring device or a large-sized projection display device. Each of the player terminals 30 is placed in the game zone 21 to be oriented toward the main display device 22. The main controller 8 establishes interactive communication with each of the player terminals 30 via a wireless LAN. The controller executes a predetermined game program and establishes interactive communication with the respective player terminal unit 3, thereby providing a plurality of players participating in the game, such as a horse racing game. The game system 1 is configured as an example of a game system that provides a common game for a plurality of players. In the game, the player makes predictions about the game results and inserts game media such as coins, coins, and tokens; In this game, the game media is paid to the player based on the reward determined based on the game result. 2 is a perspective view showing the appearance of each of the player terminals 30. 124515.d〇< 200838589 Each of the playing terminal machines 30 has a seat 3丨 and a terminal display 61. The terminal display 61 is provided with: a first supporting arm 611 supported by one side unit 60; A second support arm 612 attached to the front end of the first support arm 611; and a sub-monitor 613 attached to the front end of the second support arm 612 and displaying an image related to the game thereon. The first support arm 611 can extend in a vertical direction with respect to the side unit 60. The second support arm 612 is extendable and maintainable at any angle relative to the direction of the first support arm 611. The sub-monitor 613 can be held at an arbitrary angle with respect to the axial direction of the second support arm 612. The side unit 60 is equipped with a sub-monitor storage tank 62 extending in the vertical direction. The sub-monitor storage tank 62 retractably stores the first support arm 611, the second support arm 612, and the sub-monitor 613. The terminal controller 150 is installed in the side unit 60. The terminal controller 15A is connected to the main controller 8A via a wireless LAN and a plurality of slots 97 which store circuit boards on which circuits for serving the terminal controllers are provided. The terminal controller 150 controls the terminal display 61 in accordance with an instruction received by the autonomous controller 8A, and transmits a signal input to the main controller 80 via an operation unit 72 (which will be described later). A cover 971 is reclosed to an upper portion of the slot 97. As shown in Fig. 2, the terminal control panel 972 can be inserted into the slot 97 from the upper portion by opening the cover 971. The rear portion of the seat shell 70 extends upwardly and supports a backrest and a head 124515.doc 200838589 pillow. A speaker 75 is provided on the left and right sides of the headrest. The rear side portion of the seat shell 70 also extends upward to prevent other players from viewing a player sitting in the seat body 50. An operation unit 72 having a keyboard, a jog dial, and other input means is provided at a position near one of the side arms of the table 71, at which the player lying in the seat body can easily operate Operating unit ^ 72. The operation unit 72 also has a coin insertion slot 732, a start button, and a card slot that allows the player to insert a credit card or a membership card. In this embodiment, the operating unit 72 is provided on the table 71. However, the position of the operation unit is not limited to the table, but may be provided as a touch panel on the sub-monitor 613. A coin payout opening 731 (a coin storage bin from a coin stack in a side stack 60) and a coin receiving portion for receiving a paid coin are disposed below the table 71 and in front of the side arm At the office. The coin receiving portion is provided with an unillustrated retainer for holding the coin container. Figure 3 is a block diagram showing the circuit configuration of a game system. As shown in Fig. 3, eight player terminals 30a to 30h are connected to a server 2 by a network 300 (e.g., a wireless LAN or the like). The game consoles 3(10) to 3 011 shown in the figure are substantially equal in configuration to the player terminal 30a. Therefore, the details of the player terminals 3〇|3 to 3〇11 are omitted in FIG. The playing machine, the terminal machine 30a includes a terminal controller 150, an operating unit 72 connected to the terminal controller 150, a coin receiving portion, and a coin payout opening 731, and the terminal controller 150 includes a function as a capable Terminal CPU 152 that executes various computer programs 124515.doc 200838589; terminal RAM 154 connected to terminal CPU 152; terminal ROM 156 connected to terminal CPU 152; - connected to terminal CPU a terminal video controller 158 of 152; a terminal audio controller 160 connected to the terminal CPU 152; and a terminal communication interface 162 connected to the terminal CPU 152. The terminal CPU 152 performs various types of processing based on the programs stored in the terminal ROM 156 and the data stored in the terminal RAM 154. Therefore, the terminal CPU 152 functions as various types of components which will be described later. The terminal RAM 154 stores the values of various flags and variables and acts as a temporary storage area for the terminal CPU 152. For example, information about the side unit 60 to be operated by the player, information about the area owned by the player, and the like (terminal game information) are stored in the terminal RAM 154. The terminal ROM 156 stores programs to be used for controlling the terminal 30 by the terminal CPU 152, and various forms are also stored in the terminal ROM 156. The terminal video controller 158 includes a video data processor (hereinafter abbreviated as "VDP"); an image data ROM storing various types of image data; and a digital analogy for converting image data into analog image signals ( a D/A converter; and an initial reset circuit for generating a reset signal upon power supply. The VDP is a circuit including a so-called sub-plane circuit, a screen circuit, and a palette circuit, and is executable for The device that causes the terminal display 61 to display various processing operations of the image. In short, the VDP performs display control of the terminal display 61. The VDP is also equipped with a buffer that serves as an image for display in a display area of the terminal display 61. The storage medium (for example, video RAM) of the device is stored in the storage area of the storage medium 124515.doc -10- 200838589, where the image is displayed in the display area of the terminal display 61 at a predetermined timing. Various image data such as character image data, background image material, and image material are separately stored in the image data R0M+. Of course, the relevant image is displayed. The related image data is also stored in the image data RQM. According to an image display instruction supplied from the CPU 152, VDp reads various types of image data from the image data ROM, for example, for identification purposes. Information image data, background image data and image data are generated; and image data to be displayed on the terminal display 61 is generated. The VDP stores the image data thus generated in a buffer so that the image data is sequentially superimposed on a rear position. The image data is supplied to the D/A converter at a predetermined timing. The D/A converter converts the image data into an image signal, and supplies the image signal to the terminal display 61' The display 6 indicates an image. The terminal audio controller 160 includes a sound source Ic for controlling sound, a sound data R储存M for storing various sound data segments, and an amplifier for amplifying the sound signal (hereinafter abbreviated as "AMP"). The sound source 1C is connected to the terminal CPU 152, the initial reset circuit, the sound data ROM, and the AMP. The sound source 1C controls the sound emitted from the speaker 75. The terminal communication interface 162 is connected to the server 2 via the network 300. The interface transmits signals from the terminal CPU 152 to the server 2, and receives a signal transmitted from the server 2000, and transfers the thus received signal to the terminal CPU 152. The operating unit 72 is provided along the framework of the body of the player terminal. When 124515.doc -11-200838589 is operated by the player, the operation unit 72 supplies the terminal controller 150 with a predetermined detection signal. The coin receiving portion is provided along the frame of the body of the terminal unit 3. The coin receiving portion has a coin detector. The game medium is detected when a game medium such as a coin inserted into the coin receiving portion passes the coin detector. The coin receiving portion transmits a detection signal in response to the detected game medium to the terminal controller 15A. The coin detector can also be any detection device such as an optical sensor and a proximity sensor. The coin payout opening 73 1 is provided along the body of the terminal unit 30. The coin payout opening 73 1 pays for the game medium based on the payout signal transmitted from the terminal controller 150. The server 200 has a main controller 80. The main controller 80 includes a server CPU 252 serving as various execution components; - a server RAM 254 connected to the server CPU 252; - a server ROM 256 connected to the server CPU 252; - is connected to the server CPU 252 The server image output circuit 268; - the server audio output circuit 260 connected to the server CPU 252; and a server communication interface 262 connected to the server CPU 252. The server CPU 252 performs various processing operations in accordance with the game program stored in the server ROM 256. Therefore, the server CPU 252 functions as various members which will be described later. The values of the various flags and variables are stored in the server RAM 254 which serves as a temporary storage area for the server CPU 252. The server ROM 256 stores a game program for controlling the operation of the server 200 by the server CPU 252; for example, for providing a horse racing game 124515.doc -12- 200838589. The server image output is abbreviated as nVDPn); the circuit 268 includes an image data processor (hereinafter, image data for storing various types of image data is used for digital analogy (D/A) conversion for converting image data into image signals. And _name used to generate the initial weight of the reset signal when power is supplied

ROMROM

汉電路° VDP為包括諸如所謂的子畫面電路、螢幕電路及 調色板電路之電路,且可執行用於使得主顯示裝置22顯示 影像之各種處理操作之裝置。簡言之,VDp執行對主顯示 裝置22之顯補制。VDp㈣備有—充當用於在主顯示裝 置22之顯不區中顯示影像之緩衝器的儲存媒體(例如,視 訊RAM)。影像資料儲存㈣儲存媒體之預定儲存區中, 在此處影像以預定時序顯示於主顯示裝置22之顯示區中。 諸如字元影像資料、背景影像資料及呈現影像資料之各 種影像貧料各別地儲存於影像資料11〇]^中。當然,展示有 關影像之有關影像資料亦儲存於影像資料中。 根據自飼服器CPU 252所供應之影像顯示指令,VDp自 影像資料ROM中讀取各種類型之影像資料,諸如,用於呈 現目的之朗資訊影像資料、背景影像資料及呈現影像資 料;且產生待顯示於主顯示裝置22上之影像資料。VDp將 如此產生之影像資料儲存於一緩衝器中以使得影像資料順 序地豐加於位於一後方位置中之影像資料上,且以預定時 序將影像貧料供應至D/A轉換器。此D/A轉換器將影像資 料轉換成影像信號,且將此影像信號供應至主顯示裝置 22,藉此使得主顯示裝置22顯示影像。 124515.doc •13· 200838589 伺服器音訊輸出電路260包括一用於控制聲音之聲源 1C,一儲存各種聲音資料片段之聲音資料R〇M ;及一用於 放大聲音信號之放大器(在下文中縮寫為,,AMp”)。 聲源1C連接至伺服器CPU 252、初始重設電路、聲音資 料ROM及AMP。聲源IC控制自揚聲器a發出之聲音。 伺服器通信介面262經由網路3〇〇而連接至玩家終端機 3—0。該介面將一信號自伺服器cpu 252傳輸至該複數個玩The VDP is a device including circuits such as so-called sub-picture circuits, screen circuits, and palette circuits, and can perform various processing operations for causing the main display device 22 to display images. In short, VDp performs the display of the main display device 22. VDp (4) is provided with a storage medium (e.g., video RAM) serving as a buffer for displaying an image in the display area of the main display device 22. The image data is stored (4) in a predetermined storage area of the storage medium, where the image is displayed in the display area of the main display device 22 at a predetermined timing. Various image poor materials such as character image data, background image data, and image data are stored separately in the image data. Of course, the relevant image data showing the relevant images are also stored in the image data. According to the image display instruction provided by the self-feeding device CPU 252, VDp reads various types of image data from the image data ROM, for example, for presenting the information image, background image data and image data for presentation; Image data to be displayed on the main display device 22. The VDp stores the image data thus generated in a buffer so that the image data is sequentially added to the image data located in a rear position, and the image poor material is supplied to the D/A converter in a predetermined timing. The D/A converter converts the image data into an image signal and supplies the image signal to the main display device 22, thereby causing the main display device 22 to display the image. 124515.doc •13· 200838589 The server audio output circuit 260 includes a sound source 1C for controlling sound, a sound data R储存M for storing various sound data segments, and an amplifier for amplifying the sound signal (hereinafter abbreviated) The sound source 1C is connected to the server CPU 252, the initial reset circuit, the sound data ROM, and the AMP. The sound source IC controls the sound emitted from the speaker a. The server communication interface 262 is via the network 3 And connected to the player terminal 3-0. The interface transmits a signal from the server cpu 252 to the plurality of players

豕n端機30a-3 0h,且接收自該複數個玩家終端機3〇a—3〇h 所傳輸之4 5虎,亚將如此接收之信號轉移至終端機 152。 在遊戲系、、充1中,玩豕終端機3〇^織經由網路⑽而連 接至伺服H2G0。然而,玩家終端機3〇a•现亦可在不使用 伺服器200之情況下經由網路3〇〇 圖⑽展示-健存於健器二:二表,在 該參赛表中描述參加競赛之馬中之每一者的名稱、性別及 國家。自參賽表中隨機選擇六至二十匹馬,且如此選定之 馬在遊戲中出現。如圖4所示,例如,名稱為"心細"之 編5虎為1之馬為來自英格蘭之馬。另外,名稱為”Alycidon" 之編5虎為2之馬為來自英格蘭之馬。名稱為"val de Loir”之 編號為3之馬來自法國。名 ,^ ^ ^ 名%為 Vaguely N〇ble”之編號為4 之馬為來自愛爾蘭之馬。. ^ 之今^自㈣μ A(Wal”之編號為5 各別馬中之每一者之各種::說明,但指示用於該等 ..电 種此力的複數個參數亦描述於灸謇 表中。實例參數包括血统ϋ ± 状參賽 、、先耐力、速度、戰術(面對面戰 124515.doc -14- 200838589 :Γ:控戰術,或其類似戰術)、喜愛的競賽(例如,短 '、長距離競赛、障礙賽,及其類似競賽),及其他參 J而’該等參數不限於此等實例。 /6展示—日本主辦的競賽表’其描述在日本舉行且儲 存於伺服器ROM 2S6中之競搴。呤拉宣主Μ 士 ^ 忒观賽表儲存與競賽有關 之貧料,諸如,競賽名稱、競賽場地、第-至第三名到達 終點者之獎金、參賽條件,及參賽者之數目。此外,關於 在曰本舉行之競賽,獎金金額以日圓(Yen)來表示。如圖6 所示,例如,場地Tenno-Sh〇(春季)位於Ky〇t〇,且場地之 距離為3200公尺。第一名之獎金為132〇〇日圓;第二名之 獎金為53G0日圓;且第三名之獎金為3則日圓…參賽條 件為年長的馬’且參賽者之數目為(例如)17。場地讥奴心 Sho位於Kyoto,且場地之距離為2〇〇〇公尺。第一名之獎金 為8900日圓;第二名之獎金為36〇〇日圓;且第三名之獎金 為2200日圓。一參賽條件為三歲母馬,且參賽者之數目為 (例如)18。場地Kikuka-sho位於Kyoto,且場地之距離為 3000公尺。第一名之獎金為112〇〇日圓;第二名之獎金為 4500日圓;且第三名之獎金為28〇〇日圓。一參賽條件為三 歲馬’且參賽者之數目為(例如)1 6。場地Queen Elizabeth Cup位於Kyoto,且場地之距離為2200公尺。第一名之獎金 為10000曰圓;第二名之獎金為4〇〇〇曰圓;且第三名之獎 金為2500曰圓。一參賽條件為三歲母馬,且參賽者之數目 為(例如)18。因此,儲存關於在日本舉行之競賽之各種資 訊片段。 124515.doc -15- 200838589 圖7展示一法國主辦的競賽表,其描述在法國舉行且儲 存於伺服器ROM 256中之競賽。該法國主辦的競賽表儲存 與競賽有關之資料,諸如,競賽名稱、競賽場地、第一至 第三名到達終點者之獎金、參賽條件,及參賽者之數目。 關於在法國舉行之競賽,獎金金額以歐元(Euro)來表示。 如圖7所示,例如,場地Prix Renaud du Vivier位於 Auteuil,且場地之距離為4100公尺之欄架。第一名之獎金 為112,500歐元;第二名之獎金為55,000歐元;且第三名之 獎金為32,500歐元。一參賽條件為四歲純種馬,且參賽者 之數目為(例如)10。場地Criterium de Saint-Cloud位於 Saint Cloud,且場地之距離為2000公尺。第一名之獎金為 114,280歐元;第二名之獎金為45,720歐元;且第三名之獎 金為22,860歐元。一參賽條件為兩歲純種馬,且參賽者之 數目為(例如)5。場地Prix Cambacere位於Auteuil,且場地 之距離為3600公尺之欄架。第一名之獎金為112,500歐 元;第二名之獎金為55,000歐元;且第三名之獎金為 32,500歐元。一參賽條件為三歲純種馬,且參賽者之數目 為(例如)1〇。場地 Prix Maurice Caillault位於 Auteuil,且場 地之距離為4400公尺之障礙賽。第一名之獎金為135,000 歐元;第二名之獎金為66,000歐元;且第三名之獎金為 39,000歐元。一參賽條件為四歲純種馬,且參賽者之數目 為(例如)11。因此,儲存關於在法國舉行之競賽之各種資 訊片段。 圖8展示一迪拜主辦的競賽表,其描述在UAE(迪拜)舉行 124515.doc -16- 200838589 且儲存於伺服器ROM 256中之競赛。該迪拜主辦的競賽表 儲存與競賽有關之資料,諸如,競賽名稱、競賽場地、第 一至第三名到達終點者之獎金、參賽條件,及參賽者之數 目。關於在迪拜舉行之競賽,獎金金額以美元來表示。如 圖8所示,例如,Dubai World Cup之場地位於Nad A1 Sheba,且場地之距離為2000公尺。第一名之獎金為 3,600,000美元;第二名之獎金為1,2〇〇,〇〇〇美元;且第三名 之獎金為600,000美元。一參賽條件為四歲或四歲以上之 純種馬(為三歲或三歲以上且在南半球養育之純種馬),且 參賽者之數目為(例如)12。場地Dubai Duty Free位於Nad A1 Sheba,且場地之距離為1777公尺。第一名之獎金為 3,000,000美元;第二名之獎金為1,〇〇〇,〇〇〇美元;且第三名 之獎金為500,000美元。一參賽條件為四歲或四歲以上且 在北半球生活之純種馬(為三歲或三歲以上且在南半球養 育之純種馬),且參賽者之數目為(例如)14。場地Dubai Sheema Classic位於Nad A1 Sheba,且場地之距離為2400公 尺。第一名之獎金為3,000,000美元;第二名之獎金為 1,000,000美元;且第三名之獎金為500,000美元。一參賽 條件為四歲或四歲以上之純種馬,且參賽者之數目為(例 如)11。場地 Dubai Golden Shaheen 位於 Nad A1 Sheba,且 場地之距離為1200公尺。第一名之獎金為1,200,000美元; 第二名之獎金為400,000美元;且第三名之獎金為200,000 美元。一參賽條件為三歲純種馬,且參賽者之數目為(例 如)11。因此,儲存關於在迪拜舉行之競賽之各種資訊片 124515.doc -17- 200838589 圖9展示一英國主辦的競賽表,其展示在英國舉行且儲 存於伺服器ROM 256中之競賽。英國主辦的競賽表儲存與 競賽有關之資料,諸如,競賽名稱、競賽場地、第一至第 三名到達終點者之獎金、參賽條件,及參賽者之數目。關 • 於在英格蘭舉行之競賽,獎金金額以英鎊來表示,且距離 k 以英里來表示。如圖9所示,例如,場地Racing PostThe terminals 30a-3 0h are received and received from the plurality of player terminals 3〇a-3h, and the signal thus received is transferred to the terminal 152. In the game system and the charging unit 1, the terminal device 3 is connected to the servo H2G0 via the network (10). However, the player terminal 3〇a• can now also be displayed via the network 3 (10) without using the server 200 - the health is stored in the health device 2: the second table, and the competition is described in the entry form. The name, gender and country of each of the horses in the race. Six to twenty horses are randomly selected from the entry form, and the horse so selected appears in the game. As shown in Figure 4, for example, the name ""Heart" is a horse from England. In addition, the name "Alycidon" is compiled from the horse of England. The name is ""val de Loir". The number 3 is from France. Name, ^ ^ ^ Name is Vaguely N〇ble" The number 4 is from the Irish horse.. ^ Today ^ from (four) μ A (Wal) number 5 is for each of the various horses :: Description, but indicates that the multiple parameters used for this force are also described in the moxibustion table. Example parameters include pedigree ϋ ± shaped entry, first endurance, speed, tactics (face to face 124515.doc -14- 200838589: Γ: control tactics, or similar tactics), favorite competitions (eg, short ', long distance races, obstacle races, and the like), and other participation in J and 'the parameters are not limited These examples. /6 Showcase - Japan-sponsored competition table 'The description of the competition held in Japan and stored in the server ROM 2S6. The 呤 宣 Μ ^ ^ ^ ^ ^ ^ ^ ^ 储存 储存 储存 储存 储存 储存 储存For example, the name of the competition, the venue of the competition, the prizes for the first to third places to reach the finale, the conditions of the competition, and the number of participants. In addition, regarding the competition held in Sakamoto, the bonus amount is expressed in yen (Yen). As shown in Figure 6, for example, the venue Tenno-Sh〇 (spring) is located at Ky〇t And the distance of the venue is 3200 meters. The first prize is 132 yen; the second prize is 53G0 yen; and the third prize is 3 yen... the entry conditions are older horses' The number of participants is (for example) 17. The venue 讥 slave Sho is located in Kyoto, and the distance of the venue is 2 〇〇〇 meters. The first prize is 8900 yen; the second prize is 36 〇〇 yen; The prize for the third place is 2,200 yen. The entry condition is a three-year-old mare, and the number of participants is (for example) 18. The venue Kikuka-sho is located in Kyoto, and the distance of the venue is 3000 meters. The prize money is 112 yen; the second prize is 4500 yen; and the third prize is 28 yen. One entry is three years old and the number of participants is (for example) 16. The venue Queen The Elizabeth Cup is located in Kyoto with a distance of 2,200 meters. The first prize is 10,000 yen; the second prize is 4 rounds; and the third prize is 2,500 yen. The condition is a three-year-old mare, and the number of participants is (for example) 18. , storing various pieces of information about the competition held in Japan. 124515.doc -15- 200838589 Figure 7 shows a French-sponsored competition table describing the competition held in France and stored in the server ROM 256. The French hosted The competition table stores information related to the competition, such as the name of the competition, the venue of the competition, the prizes of the first to third arrivals, the conditions of the competition, and the number of participants. For the competition held in France, the prize amount is in Euros ( Euro) to express. As shown in Fig. 7, for example, the venue Prix Renaud du Vivier is located in Auteuil, and the distance between the venues is 4100 meters. The first place has a prize of €112,500; the second place has a prize of €55,000; and the third place has a prize of €32,500. The entry condition is a four-year-old thoroughbred horse, and the number of participants is (for example) 10. The venue Criterium de Saint-Cloud is located in Saint Cloud with a distance of 2000 meters. The first place has a prize of 114,280 euros; the second place has a prize of 45,720 euros; and the third place has a prize of 22,860 euros. One entry condition is a two-year-old thoroughbred horse, and the number of participants is (for example) 5. The venue, Prix Cambacere, is located in Auteuil with a 3,600-meter hurdle. The first place has a prize of €112,500; the second place has a prize of €55,000; and the third place has a prize of €32,500. One entry condition is a three-year-old thoroughbred horse, and the number of participants is (for example) 1〇. Venue Prix Maurice Caillault is located in Auteuil with a distance of 4,400 meters. The first place has a prize of 135,000 euros; the second place has a prize of 66,000 euros; and the third place has a prize of 39,000 euros. One entry condition is a four-year-old thoroughbred horse, and the number of participants is (for example) 11. Therefore, various pieces of information about the competitions held in France are stored. Figure 8 shows a Dubai-sponsored competition table depicting a competition held at UAE (Dubai) 124515.doc -16-200838589 and stored in server ROM 256. The competition table hosted by Dubai stores information related to the competition, such as the name of the competition, the venue of the competition, the prizes for the first to third arrivals, the conditions of the competition, and the number of participants. For the competition held in Dubai, the bonus amount is expressed in US dollars. As shown in Figure 8, for example, the Dubai World Cup site is located at Nad A1 Sheba and the venue is 2000 meters away. The first place has a prize of $3,600,000; the second place has a prize of 1,2,000 dollars; and the third place has a prize of $600,000. A purebred horse of four years of age or older (a purebred horse that is three years old or older and raised in the southern hemisphere) and the number of participants is (for example) 12. The venue Dubai Duty Free is located at Nad A1 Sheba and the distance to the venue is 1777 meters. The first place has a prize of US$3,000,000; the second place has a prize of 1, US$, and US$; and the third place has a prize of US$500,000. One is a purebred horse of four or four years old and living in the Northern Hemisphere (a purebred horse that is three years old or older and raised in the Southern Hemisphere) and the number of participants is (for example) 14. The venue Dubai Sheema Classic is located at Nad A1 Sheba and the distance to the venue is 2400 meters. The first place has a prize of $3,000,000; the second place has a prize of $1,000,000; and the third place has a prize of $500,000. One is a purebred horse of four years of age or older and the number of participants is (for example) 11. Venue Dubai Golden Shaheen is located in Nad A1 Sheba and the distance to the venue is 1200 meters. The first place has a prize of $1,200,000; the second place has a prize of $400,000; and the third place has a prize of $200,000. One entry condition is a three-year-old thoroughbred horse, and the number of participants is (for example) 11. Therefore, various news pieces about the competition held in Dubai are stored. 124515.doc -17- 200838589 Figure 9 shows a UK-sponsored competition table showing the competition held in the UK and stored in the server ROM 256. The competition table hosted by the UK stores information related to the competition, such as the name of the competition, the venue of the competition, the prizes for the first to third arrivals, the conditions of the competition, and the number of participants. Off • In a competition held in England, the amount of the prize is expressed in pounds sterling and the distance k is expressed in miles. As shown in Figure 9, for example, the venue Racing Post

Trophy位於Doncaster,且場地之距離為1英里。第一名之 ® 獎金為120,000英鎊;第二名之獎金為46,000英鎊;且第三 名之獎金為23,000英镑。一參賽條件為兩歲純種母馬,且 參賽者之數目為(例如)8。場地Champion stakes位於 Newmarket,且場地之距離為10浪。第一名之獎金為 215,064英鎊;第二名之獎金為81,576英鎊;且第三名之獎 金為40,788英鎊。一參賽條件為三歲或三歲以上之純種 馬’且參賽者之數目為(例如)11。場地Dewhurst Stakes位 φ 於Newmarket,且場地之距離為七浪。第一名之獎金為 152,772英鎊;第二名之獎金為57,948英鎊;且第三名之獎 金為28,974英鎊。一參賽條件為兩歲純種馬,且參賽者之 " 數目為(例如)9。場地 Sun Chariot Stakes位於 Newmarket, • 且場地之距離為1英里。第一名之獎金為116,000英鎊;第 二名之獎金為44,000英鎊;且第三名之獎金為22,000英 鎊。一參賽條件為三歲或三歲以上之純種母馬,且參賽者 之數目為(例如)5。因此,儲存關於在英格蘭舉行之競賽之 各種貧訊片段。 124515.doc -18 - 200838589 在本文中,描述了與在日本、法國、迪拜及英國舉行之 只兄賽有關之競賽表。然而,遊戲系統丨可經組態以儲存與 在其他國家(諸如,香港、義大利,等等)舉行之競賽有關 之競賽表。 圖1 〇展不匯率表之一實例。如圖i 〇所示,一日圓可轉換 成·(例如)0.00848美元、〇·〇〇668歐元及〇〇〇453英鎊。一 美元可轉換成117.88日圓、〇·7877歐元及〇·5335英鎊。一 歐兀可轉換成149·6889日圓、126952美元及英 鎊。一英鎊可轉換成220·9146日圓、1 87441美元及 648歐元。舉例而言,當一日本玩家參加在迪拜舉行 =肌賽中之任_者時’玩家獲得美元獎金且因此根據此匯 率表接收獎金。當玩家押注於在迪拜舉行之競賽中之任一 者時,以美元確定獎勵。實際賠付之獎勵根據此匯率而改 變。 圖11展示一儲存於伺服器ROM 256中之普選表之一實 j _如圖11所示,當基於由參與遊戲之玩家中之每一者分 輸入的所有預測的普選百分比落於〇%至之範圍内 了遠擇遊戲條件A(例如,對馬造成困難之賽道)。當普 &百刀比洛於21%至50%之範圍内時,選擇遊戲條件以例 如^對馬造成困難之天氣)。當普選百分比落於51%至74% 之祀圍内時,選擇遊戲條件C(例如,馬增加重量)。當普 選百分比落於75%至100%之範圍内時,選擇遊戲條件〇(例 如,赛馬騎師之數目之增加)。 圖12為展示一儲存於伺服器ROM 256中之賠付比率表之 124515.doc -19- 200838589 的Μ性視圖。待賠付之量之比率根據遊戲結果而 改。當遊戲結果為達成以十個身長臝得遊戲時,賠付比 率達到歸"當遊戲結果為達成以五個身長臝得遊戲 =、’賠付比率㈣5G%。當遊戲結果為達成以三個身長赢 得遊戲時’師比率達到聰。#遊戲結果為達成以兩^ 身長赢得遊戲時,賠付比率達到1G%。如上所述,飼服器 ROM 256為儲存包括獎勵資料及影f遊戲結果之遊戲結果 影響育料之遊戲條件的遊戲條件儲存單元之—實例。雖然 該實施例已描述實例遊戲結果及實例獎勵比率,但本發明 不限於此等實例。亦可採納其他遊戲結果及獎勵比率。 圖13為展示由遊戲系統1提供之遊戲之一主要處理的流 程圖。 當開始該主要過程時,在步驟81中執行一玩家就座處 理。在步驟81中,飼服器CPU 252執行玩家就座處理用以 回應於終端機30中之玩家之就座而初始化各種變數及旗 標。當完成步驟si中之處理時,處理進行至步驟S2。 在步驟S2中,伺服器CPU 252回應於玩家已將硬幣插入 硬幣插入槽732中而執行一插入處理。稍後將描述該插入 處理。當完成步驟S2中之處理時,處理進行至步驟S3。如 上所述,硬幣插入槽732為遊戲媒體輸入單元之一實例, 玩家中之每一者借助於作出預測而經由遊戲媒體輸入單元 插入一遊戲媒體。 在步驟S3中,伺服器CPU 252執行對監視器及座位進行 解鎖之處理》當完成步驟S3中之處理時,處理進行至步驟 124515.doc -20- 200838589 S4 〇 在步驟S4中,伺服器cpu 252執行調整監視器及座位之 處理。當完成步驟S4中之處理時,處理進行至步驟S5。 在步驟S5中,伺服-cpu 252執行一遊戲執行處理。稍 後將描述該遊戲執行處理。當完成步驟S5中之處理時,處 理進行至步驟S6。如上所述,CPU 252充當一用於控制公 共遊戲之執行之遊戲執行控制器。 在步驟S6中,伺服器CPu 252執行自硬幣賠付開口 73 1賠 付遊戲媒體(諸如,硬幣)之賠付處理。稍後將描述該賠付 處理。當完成步驟S6中之處理時,處理進行至步驟S7。如 上所述,硬幣賠付開口 73丨充當根據對遊戲結果之獎勵而 賠付遊戲媒體之賠付單元。 在步驟S7中,伺服器CPU 252執行回縮監視器且初始化 座位之處理。當完成步驟S7中之處理時,主要遊戲處理終 止。 將參看圖14描述圖13中所展示之步驟S3中所執行的副程 式(subroutine)。 在步驟S210中,執行遊戲媒體總數確定處理。在此處理 期間,伺服器CPU 252回應於對插入於遊戲玩家終端機3〇 中之每一者之硬幣插入開口 732中的遊戲媒體(諸如,硬幣) 之偵測而接收自終端機30所傳輸之信號。伺服器Cpu 252 根據該所接收之信號執行確定玩家終端機3 0中之哪一者已 接收所插入之遊戲媒體及確定所插入之遊戲媒體之量(數 目)的處理;亦即,遊戲媒體總數確定處理。當完成該處 124515.doc • 21 - 200838589 理時,處理進行至步驟S212。硬幣插入槽732充當允許玩 豕輪入遊戲媒體之遊戲媒體輸入單元。 在步驟S212中,伺服器CPU 252執行抵押遊戲媒體總數 儲存處理。在此處理中,伺服器CPU 252將步驟S21〇中所 確定的插入玩家終端機30中之每一者中之遊戲媒體的數目 儲存於伺服器RAM 254中。伺服器CPU 252亦將插入所有 玩家終端機30中之遊戲媒體之總數目的一預定比例(例 如,1 〇% 4 4 )作為抵押遊戲媒體總數儲存於伺服器ram 254中。當完成該處理時,處理進行至步驟S214。伺服器 RAM 254為儲存抵押遊戲媒體總數之抵押遊戲媒體總數儲 存單元之一實例,抵押遊戲媒體總數描述插入遊戲媒體輸 入單元(所有玩家終端機30)中之遊戲媒體之總數目的預定 比例。在該實施例中,10%係作為一預定比例之實例而描 述。然而,預定比例不限於此值。亦可採納其他比例,例 如,5%、15%、20%、25°/。,及 30%。 在步驟S214中,伺服器CPu 252執行確定抵押遊戲媒體 總數是否等於或大於預定數目(預定總數)之處理。在此處 理之後,當確定步驟S212中所儲存之抵押遊戲媒體總數等 於或大於預定數目時,伺服器CPU 252將處理進行至 S218。當確定遊戲媒體小於預定數目時,伺服器CPU 252 將處理進行至步驟S216。如本文中所描述的,伺服器CPU 252充當抵押遊戲媒體總數確定單元之一實例,該抵押遊 戲媒體總數確定單元確定儲存於抵押遊戲媒體總數儲存單 元中之抵押遊戲媒體總數是否等於或大於預定數目。 124515.doc -22- 200838589 在步驟S2 1 6中,執行在一預定條件旗標上設定〇之處 理。在此處理期間,伺服器CPU 252執行在儲存於伺服器 RAM 254中之預定條件旗標上設定0之處理。當完成處理 時,此副程式終止。 在步驟S21 8中,執行在一預定條件旗標上設定1之處 • 理。在此處理期間,伺服器CPU 252執行在一儲存於伺服 • 器RAM 254中之預定條件旗標上設定1之處理。當完成該 處理時,此副程式終止。 ® 參看圖15描述圖13中所展示之步驟S5中所執行的副程 式。 在步驟S510中,伺服器CPU 252執行根據儲存於伺服器 RAM 254中之先前遊戲之結果而自儲存於伺服器ROM 256 中之複數個遊戲條件中預先選擇一用於當前遊戲之遊戲條 件的處理。更具體言之,當阿拉伯馬(諸如,Godolphin Arabian)已赢得賽馬遊戲之一先前競賽時,執行以下處 0 理:選擇迪拜主辦的競賽表(見圖8)作為遊戲條件;自迪拜 主辦的競賽表中選擇一用於當前遊戲之競賽;及將經選定 之競賽儲存於伺服器RAM 254中。此外,伺服器CPU 252 • 自馬之參賽表(見圖4及圖5)中選擇待用於當前遊戲中之 • 馬。舉例而言,當已選擇Dubai World Cup時,選擇12匹 馬。此外,當已選擇一外國競賽表[例如,迪拜主辦的競 賽表(見圖8)等等]時,伺服器CPU 252在一交換旗標上設 定1,且將該旗標儲存於伺服器RAM 254中。當完成該處 理時,處理進行至步驟S5 12。如上所述,伺朋^器CPU 252 124515.doc -23- 200838589 為根據由遊戲執行㈣器執行之遊戲之結I而自複數個遊 戲條件中選擇-詩下—公共遊戲之遊戲條件的遊戲條件 選擇單元之一實例。 在該實施例中,作為待選擇之遊戲條件之實例而描述競 賽地點及馬。然而,在遊戲系統丨中亦可採納其他類型之 遊戲條件。 在步驟S512中,執行遊戲條件呈現影像顯示處理。在此 處理期間,伺服器CPU 252根據步驟8514中所選擇的遊戲 條件而自伺服器ROM 256中選擇用於在顯示一遊戲條件呈 現影像時使用之資料;將如此選定之資料儲存於伺服器 RAM 254中’·且將選定之資料傳輸至伺服器影像輸出電路 268。根據自伺服器CPU 252所發送之用於在顯示遊戲條件 呈現影像時使用之資料,伺服器影像輸出電路268中之 VDP自影像資*R0M中讀取各種影像資料片段,諸如,背 不衫像資料及呈現影像資料;將如此讀取之影像資料片段 彼此疊加;且將所得影像顯示於主顯示裝置22之一顯示區 22A中。更具體吕之,顯示競賽地點之影像及參與競賽之 馬之影像。當完成該處理時,處理進行至步驟S514。如上 所述飼服器影像輸出電路2 6 8充當一控制一符合由遊戲 條件選擇單元選定之遊戲條件之呈現影像的顯示之顯示控 制器。 在步驟S514中,伺服器CPU 252執行一預測輸入處理, 該預測輸入處理用於根據玩家經由操作單元72輸入之預測 而借助於一自終端機30傳輸之預測資料信號接收一預測輸 124515.doc -24- 200838589 入。當完成該處理時,處理進行至步驟S516。操作單元72 充當一預測輸入單元,玩家中之每一者經由該預測輸入單 元輸入一關於遊戲結果之預測。 在根據該實施例之遊戲系統1中,當玩家輸入預測時, 輸入至玩家所就座之遊戲玩家終端機30之遊戲媒體(硬 幣、代幣,或信用卡)的至少一部分被消耗。Trophy is located in Doncaster and is 1 mile away. The first place has a prize of £120,000; the second place has a prize of £46,000; and the third place has a prize of £23,000. One entry condition is a two-year-old purebred mare, and the number of participants is (for example) 8. The venue Champion stakes is located in Newmarket and the distance to the venue is 10 waves. The first place has a prize of £215,064; the second place has a prize of £81,576; and the third place has a prize of £40,788. One is a purebred horse of three years old or older and the number of participants is (for example) 11. The venue Dewhurst Stakes is located at Newmarket and the distance to the venue is seven waves. The first place has a prize of £152,772; the second place has a prize of £57,948; and the third place has a prize of £28,974. One entry condition is a two-year-old thoroughbred horse, and the number of participants' quotations is (for example) 9. Venue Sun Chariot Stakes is located in Newmarket, and the venue is 1 mile away. The first place has a prize of £116,000; the second place has a prize of £44,000; and the third place has a prize of £22,000. A purebred mare with a qualification of three years old or older and the number of participants is (for example) 5. Therefore, store a variety of poor news segments about the competition held in England. 124515.doc -18 - 200838589 In this article, a competition table related to a brother-in-law held in Japan, France, Dubai and the United Kingdom is described. However, the gaming system can be configured to store competitions related to competitions held in other countries, such as Hong Kong, Italy, and the like. Figure 1 shows an example of a non-exchange rate table. As shown in Figure i, the day circle can be converted to (for example) $0.00848, 〇·〇〇 668 euros and 〇〇〇453 pounds. One dollar can be converted into 117.88 yen, 〇7877 euros and 〇5335 pounds. One euro can be converted into 149.6889 yen, 126952 dollars and pounds. One pound can be converted into 220.9146 yen, $1,87,441 and 648 euros. For example, when a Japanese player participates in the holding of a muscle game in Dubai, the player receives a dollar bonus and thus receives the bonus according to the exchange rate table. When the player bets on any of the competitions held in Dubai, the reward is determined in US dollars. The actual rewards are changed based on this exchange rate. Figure 11 shows a stipulation table stored in the server ROM 256. As shown in Fig. 11, when all the predicted suffrage percentages based on each of the players participating in the game are divided into 〇% to Within the scope of the game conditions A (for example, the track that makes the horse difficult). When P & B is within the range of 21% to 50%, the game conditions are selected such as to make the weather difficult for the horse. When the percentage of universal suffrage falls within the range of 51% to 74%, the game condition C is selected (for example, the horse adds weight). When the percentage of universal suffrage falls within the range of 75% to 100%, the game conditions (e.g., the increase in the number of horse jockeys) are selected. Figure 12 is a perspective view showing 124153.doc -19-200838589 of a payout ratio table stored in the server ROM 256. The ratio of the amount to be paid varies depending on the outcome of the game. When the result of the game is to reach a game with ten lengths of bare play, the payout ratio is up to " when the result of the game is reached with five lengths of bare game =, 'the payout ratio (four) 5G%. When the result of the game is to achieve a game with three lengths to win the game, the teacher ratio reaches Cong. #游戏结果 When the game is won by two ^ lengths, the payout ratio reaches 1G%. As described above, the feeder ROM 256 is an example of a game condition storage unit that stores game conditions including bonus information and game outcomes that affect the game conditions of the game. While this example has described example game results and example reward ratios, the invention is not limited to such examples. Other game outcomes and reward ratios can also be adopted. Figure 13 is a flow chart showing one main process of the game provided by the game system 1. When the main process is started, a player seating process is performed in step 81. In step 81, the feeder CPU 252 performs player seating processing to initialize various variables and flags in response to the seating of the player in the terminal 30. When the processing in step si is completed, the processing proceeds to step S2. In step S2, the server CPU 252 performs an insertion process in response to the player inserting the coin into the coin insertion slot 732. This insertion processing will be described later. When the processing in step S2 is completed, the processing proceeds to step S3. As described above, the coin insertion slot 732 is an example of a game media input unit, each of which inserts a game medium via the game media input unit by making a prediction. In step S3, the server CPU 252 performs a process of unlocking the monitor and the seat. When the process in step S3 is completed, the process proceeds to step 124515.doc -20-200838589 S4. In step S4, the server cpu 252 performs adjustment of the monitor and seat processing. When the processing in step S4 is completed, the processing proceeds to step S5. In step S5, the servo-cpu 252 performs a game execution process. The game execution processing will be described later. When the processing in step S5 is completed, the processing proceeds to step S6. As described above, the CPU 252 acts as a game execution controller for controlling the execution of the public game. In step S6, the server CPu 252 executes a payout process for paying a game medium (such as a coin) from the coin payout opening 73 1 . This payout processing will be described later. When the processing in step S6 is completed, the processing proceeds to step S7. As described above, the coin payout opening 73 serves as a payout unit for paying for the game media based on the reward for the game result. In step S7, the server CPU 252 performs a process of retracting the monitor and initializing the seat. When the processing in step S7 is completed, the main game processing is terminated. The subroutine executed in step S3 shown in Fig. 13 will be described with reference to Fig. 14 . In step S210, the game media total number determining process is executed. During this processing, the server CPU 252 receives the transmission from the terminal device 30 in response to the detection of the game medium (such as a coin) inserted in the coin insertion opening 732 of each of the game player terminals 3A. Signal. The server Cpu 252 performs a process of determining which of the player terminals 30 has received the inserted game media and determining the amount (number) of the inserted game media based on the received signal; that is, the total number of game media Determine the processing. When the processing is completed 124515.doc • 21 - 200838589, the processing proceeds to step S212. The coin insertion slot 732 serves as a game media input unit that allows play to enter the game media. In step S212, the server CPU 252 executes the mortgage game media total storage processing. In this process, the server CPU 252 stores the number of game media inserted into each of the player terminal machines 30 determined in step S21A in the server RAM 254. The server CPU 252 also stores a predetermined ratio (e.g., 1 〇% 4 4 ) of the total number of game media inserted in all of the player terminals 30 as the total number of mortgage game media in the server ram 254. When the processing is completed, the processing proceeds to step S214. Server RAM 254 is an example of a total number of mortgage game media storage units that store the total number of mortgage game media, and the total number of mortgage game media describes a predetermined percentage of the total number of game media inserted into the game media input unit (all player terminals 30). In this embodiment, 10% is described as an example of a predetermined ratio. However, the predetermined ratio is not limited to this value. Other ratios can also be adopted, for example, 5%, 15%, 20%, 25°/. , and 30%. In step S214, the server CPu 252 performs a process of determining whether the total number of mortgage game media is equal to or greater than a predetermined number (predetermined total number). After the processing, when it is determined that the total number of mortgage game media stored in step S212 is equal to or greater than the predetermined number, the server CPU 252 advances the processing to S218. When it is determined that the game medium is less than the predetermined number, the server CPU 252 advances the processing to step S216. As described herein, the server CPU 252 acts as an example of a mortgage game media total determining unit that determines whether the total number of mortgage game media stored in the mortgage game media total storage unit is equal to or greater than a predetermined number. . 124515.doc -22- 200838589 In step S2 116, execution is performed on a predetermined condition flag. During this process, the server CPU 252 performs a process of setting 0 on a predetermined condition flag stored in the server RAM 254. This subroutine terminates when processing is complete. In step S21, a setting of 1 on a predetermined condition flag is performed. During this process, the server CPU 252 performs a process of setting 1 on a predetermined condition flag stored in the servo RAM 254. This subroutine terminates when this processing is completed. ® The subroutine executed in step S5 shown in Fig. 13 is described with reference to Fig. 15. In step S510, the server CPU 252 performs a process of preselecting a game condition for the current game from a plurality of game conditions stored in the server ROM 256 based on the result of the previous game stored in the server RAM 254. . More specifically, when an Arabian horse (such as Godolphin Arabian) has won a previous competition in one of the horse racing games, the following is done: Select the competition table hosted by Dubai (see Figure 8) as the game condition; the competition hosted by Dubai A competition for the current game is selected in the table; and the selected contest is stored in the server RAM 254. In addition, the server CPU 252 • selects the horse to be used in the current game from the horse's entry form (see Figures 4 and 5). For example, when the Dubai World Cup has been selected, choose 12 horses. Further, when a foreign competition table has been selected [for example, a competition table sponsored by Dubai (see FIG. 8), etc.], the server CPU 252 sets 1 on an exchange flag, and stores the flag in the server RAM. 254. When the processing is completed, the processing proceeds to step S52. As described above, the server 252 124515.doc -23- 200838589 is a game condition for selecting a game condition of the poetry-common game from among a plurality of game conditions according to the knot I of the game executed by the game execution (four). Select one of the instances of the unit. In this embodiment, the competition place and the horse are described as an example of the game condition to be selected. However, other types of game conditions can be adopted in the game system. In step S512, the game condition presentation image display processing is executed. During this process, the server CPU 252 selects data for use in presenting the image when displaying a game condition from the server ROM 256 according to the game condition selected in step 8514; storing the thus selected data in the server RAM In 254, the selected data is transmitted to the server image output circuit 268. The VDP in the server image output circuit 268 reads various image data segments from the image resource *R0M based on the data sent from the server CPU 252 for displaying the image in the display of the game condition, such as the back image. Data and presentation image data; the image data segments thus read are superimposed on each other; and the resulting image is displayed in one of the display areas 22A of the main display device 22. More specific, Lu Zhi, shows the image of the competition venue and the image of the horse participating in the competition. When the processing is completed, the processing proceeds to step S514. The feeder image output circuit 268 as described above functions as a display controller that controls the display of the rendered image in accordance with the game conditions selected by the game condition selection unit. In step S514, the server CPU 252 performs a predictive input process for receiving a predicted input 124515.doc by means of a predicted data signal transmitted from the terminal 30 based on the prediction entered by the player via the operating unit 72. -24- 200838589 In. When the processing is completed, the processing proceeds to step S516. The operating unit 72 acts as a predictive input unit through which each of the players inputs a prediction regarding the outcome of the game. In the game system 1 according to this embodiment, when the player inputs a prediction, at least a part of the game medium (money, token, or credit card) input to the game player terminal 30 in which the player is seated is consumed.

在步驟S516中,伺服器CPU 252執行用於將自步驟S516 中所接收之預測資料信號所確定的預測資料儲存於伺服器 RAM 254中之預測資料儲存處理。當完成該處理時,處理 進行至步驟S518。伺服器ram 254充當一儲存符合一藉由 預測輸入單元輸入之預測之預測資料的預測儲存單元。 在步驟S518中,伺服器CPU 252執行確定儲存於伺服器 RAM 254中之預測資料之百分比的預測資料百分比確定處 理。更具體言之,伺服器CPU 252執行參考儲存於伺服器 ROM 256中之普選表(見圖U)根據預測資料而確定特定馬 之普選性是否已超過-預定百分比的處理。t完成該處理 時,處理進行至步驟S52〇。伺服器CPu 252充當一確定儲 存於預測儲存單元中之複數個預測資料片段中的特定預測 貝料疋否以預定百分比或預定百分比以上之百分比而儲存 的確定單A。健器CPU 252充當一確定儲存於預測儲存 單元中之預測資料之確定單元。 在步驟S520中,執行遊戲條件選擇處理。在處理期間, 伺服器CPU 252執行根據步驟S518中所呈遞之確定而選擇 一遊戲條件之處理。更具體言之,伺服器CPU 252參考儲 124515.doc -25- 200838589 存於伺服器ROM 256中之普選表(見圖。當普選百分比 落於75%至1〇〇%之範圍内時,cpu選擇遊戲條件叫例如, 赛馬騎師之數目之增加)。當完成該處理時,處理進行至 步驟S 5 2 2。 如上所述,伺 ^ ^ q^ τ承1干選擇單 凡,其根據儲存於預測儲存單元中之預測資料而自儲存於 遊戲條件儲存單元中之複數個遊戲條件中選擇一遊戲條In step S516, the server CPU 252 executes prediction data storage processing for storing the prediction data determined from the prediction material signal received in step S516 in the server RAM 254. When the processing is completed, the processing proceeds to step S518. The server ram 254 acts as a predictive storage unit that stores prediction data that conforms to a prediction input by the prediction input unit. In step S518, the server CPU 252 performs a prediction data percentage determination process that determines the percentage of the prediction data stored in the server RAM 254. More specifically, the server CPU 252 performs a process of determining whether the specific horse's universality has exceeded a predetermined percentage based on the predicted data by referring to the general selection table stored in the server ROM 256 (see Fig. U). When the processing is completed, the processing proceeds to step S52. The server CPu 252 acts as a determination order A for determining whether a particular predicted item of the plurality of pieces of prediction data stored in the prediction storage unit is stored at a predetermined percentage or a percentage of a predetermined percentage or more. The health controller CPU 252 acts as a determining unit that determines the prediction data stored in the predictive storage unit. In step S520, game condition selection processing is executed. During processing, the server CPU 252 performs a process of selecting a game condition based on the determination presented in step S518. More specifically, the server CPU 252 refers to the general selection table stored in the server ROM 256 of the store 124515.doc -25-200838589 (see figure. When the percentage of general election falls within the range of 75% to 1%, cpu Selecting a game condition is called, for example, an increase in the number of jockey riders). When the processing is completed, the processing proceeds to step S52. As described above, the server selects a game bar from a plurality of game conditions stored in the game condition storage unit based on the prediction data stored in the prediction storage unit.

=。如上所述1服器CPU 252為自儲存於遊戲條件= 皁,中之複數個遊戲條件中選擇一遊戲條件之遊戲條件選 擇單元之-實例。如上所述,㈣器cpu说為根據由抵 押遊戲媒體總數確定單元呈遞之確定結果而自複數個遊戲 條件中選擇一預定遊戲條件的遊戲條件選擇之一實例。==. As described above, the server CPU 252 is an example of a game condition selection unit that selects a game condition from among a plurality of game conditions stored in the game condition = soap. As described above, the (four) device cpu is an example of selection of a game condition for selecting a predetermined game condition from a plurality of game conditions based on the determination result presented by the credit game media total number determining unit. =

亡所述’伺服器m; 252為根據由抵押遊戲媒體二確定 早兀呈遞之確定結果而自該複數個遊戲條件中選擇一預一 遊戲條件的遊戲條件選擇單元之—實例。如上所述,飼^ 器CPU 252為用於根據確定單元之確定結果而選擇— 遊戲結果影響資料(該遊戲結果影響資料使自特定預^ 料所達成之遊戲結果比自其他預測資料所達成之遊戲:: 更不利)之特殊遊戲狀態的遊戲條件選擇單元之一奋= 如上所述,伺服龍⑽256為儲存用於公共遊戲之^個 遊戲條件之遊戲條件儲存單元之一實例。 双调 在該實施例中,選擇遊戲條件以使得特定馬變成 的。然而’遊㈣m態為選擇遊戲條件以 馬變成有利的。在此狀況下’凑熱鬧的趨勢變得更明: 124515.doc -26 - 200838589 且增加了劣勢馬之押注賠率,藉此使得能夠增強玩家指望 獲得累積獎金之愉悅。 在步驟S522中,執行遊戲條件設定處理。在處理期間, 伺服器CPU 252執行設定步驟S520中所選定之遊戲條件且 將如此設定之遊戲條件儲存於伺服器RAM 254中的處理。 當完成該處理時,處理進行至步驟S524。因此,伺服器 CPU 252為執行符合由遊戲條件選擇單元選定之預定遊戲 條件之遊戲的遊戲執行控制器之一實例。伺服器CPU 252 為根據由遊戲條件選擇單元選定之遊戲條件而控制公共遊 戲之執行的遊戲執行控制器之一實例。此外’伺服器ROM 256為儲存包括獎勵資料及影響遊戲結果之遊戲結果影響 資料之遊戲條件的遊戲條件儲存單元之一實例。 在步驟S524中,執行確定是否完成預測資料之输入之處 理。在處理期間,當伺服器CPU 252已確定完成一預定輸 入週期(例如,60秒)及預測資料之輸入時,處理進行至步 驟S526。當確定未完成預測資料之輸入時,處理進行至步 驟S514。 在步驟S526中,伺服器CPU 252執行產生用於在一遊戲 中使用之隨機數(例如,自〇至65535之數字)之處理。當完 成步驟S526時,CPU 252將處理進行至步驟S528。 在步驟S528中,執行遊戲結果表參考處理。在處理期 間,伺服器CPU 252使用步驟S526中所產生之隨機數執行 參考儲存於伺服器ROM 256中之遊戲結果表之處理。更具 體言之,伺服器CPU 252借助於將步驟S510或S520中所選 124515.doc -27- 200838589 定且在步驟S522中設定的遊戲條件作為一變數而參考遊戲 結果表,藉此確定遊戲結果(例如,馬之等級、競賽之發 展’等等)。當完成該處理時,處理進行至步驟S530。因 此,伺服器CPU 252為執行符合由遊戲條件選擇單元選定 之遊戲條件之公共遊戲的遊戲執行控制器之一實例。 在步驟S530中,執行呈現影像顯示處理。在此處理期 間,伺服器CPU 252自祠服器rqm 256中選擇用於在顯示 一呈現影像時使用之資料;將如此選定之資料儲存於伺服 為RAM 254中;且將資料傳輸至伺服器影像輸出電路 2^8。根據自飼服器CPU 252所發送之用於在顯示呈現影像 %使用之貧料,伺服器影像輸出電路268中之vDp自影像 資料ROM中讀取各種影像資料片段,諸如,背景影像資料 及呈現影像資料;將如此讀取之影像資料片段彼此疊加; 且將所得影像顯示於主顯示裝置22之顯示區22A中。當完 成處理時,此副程式m上所述,主顯示裝置22= ' 呈現〜像之形式顯示一公共遊戲之顯示單元之一實 7因此,伺服器影像輸出電路268為控制由顯示單元執 亍之呈現〜像之顯不的顯示控制器之一實例。 程^看圖16詳細描述圖13中所展示之步該中所執行的副 在步驟S610中,勃^6 ^ ^ 0 . 疋匯率旗標是否採取為1之值的 處理在此處理期間,當碹金μ ^ 匯率旗標採取^之值時:儲存於伺服11RAM 254中之 驟如2。當未確、 服器CPU 252將處理進行至步 疋匯率旗標採取為丨之值時,伺服器cpu 124515.doc -28- 200838589 252將處理進行至步驟S614。因此,伺服器CPU 252為賠付 控制為、之一實例,賠付控制器控制一遊戲媒體之符合由遊 戲條件選擇單元選定之遊戲條件之匯率以及對應於遊戲結 果之獎勵的支付。 在步驟S6 12中,執行匯率參考處理。在處理期間,伺服 ^CPU 252藉由參考儲存於伺服器ROM 256中之匯率表(見 S 10)而將匯率(例如,在Dubai World Cup之狀況下,美 兀至曰圓之匯率)儲存於伺服器RAM 254中。當完成該處 理日守,處理進行至步驟S614。如上所述,伺服-r〇m 256 為儲存具有用於各別遊戲條件之匯率之遊戲條件的遊戲 條件儲存單元之一實例。伺服器Cpu 252為賠付控制器之 貝例,賠付控制器執行對符合由遊戲條件選擇單元選定 之遊戲條件之匯率以及對應於遊戲結果之獎勵而支付遊戲 媒體的控制操作。雖然該實施例已描述匯率儲存於R〇M 中,但本發明不限於該實施例。亦可將匯率儲存於RAM 中且亦可更新匯率。舉例而言,可根據一天天改變之匯 率提供接近實際環境之遊戲。 在步驟S614中,執行確定一特殊遊戲狀態旗標是否為 之處理田飼服裔CPU 252確定儲存於伺服器ram 254 中之特殊遊戲狀態旗標為”丨,,時,處理進行至步驟S61 6。 當CPU 252確定特殊遊戲狀態旗標不為”丨,,時,處理進行至 步驟S618。 在步驟S616中,執行特殊遊戲結果確定處理。在此處理 期間,伺服益、CPU 252執行根據步驟S526中所產生之隨機 124515.doc -29- 200838589 數而確定特殊遊戲之結果的處理。更具體言之,伺服器 CPU 252根據步驟S526中所產生之隨機數確定特殊遊戲之 結果’·藉由參考賠付比率表(見圖12)而自此特殊遊戲之結 果確定一賠付比率;且將如此確定之賠付比率儲存於伺服 IsRAM 2W中。當完成該處理時,處理進行至步驟S6i8。 如上所述,伺服器CPU 252為賠付控制器之一實例,當遊 戲執行控制器已執行一符合預定遊戲條件之遊戲時且當在 遊戲中獲得一特殊遊戲結果時,賠付控制器執行根據儲存 於抵押遊戲媒體總數儲存單元中之抵押遊戲媒體總數而賠 付預定數目的遊戲媒體之控制操作。因此,伺服器 252充西賠付控制器之一實例,當遊戲執行控制器提供一 符合預定遊戲條件之遊戲時,賠付控制器執行根據儲存於 抵押遊戲媒體總數儲存單元中之抵押遊戲媒體總數而對應 於遊戲結果賠付一定數目的遊戲媒體之控制操作。雖然描 述參考步驟S526中所產生之隨機數之實施例,但遊戲系統 1可組態為亦可產生其他隨機數。 在步驟S618中,執行獎勵資料參考處理。在此處理期 間,伺服器CPU 252執行根據步驟S526中所產生之隨機數 參考獎勵表而儲存-獎勵之處理。當完成該處理時,處理 進打至步驟S620。伺服器cpu 252為賠付控制器之一實 2,賠付控制器執行藉由參考符合由遊戲條件選擇單元選 定之遊戲條件之獎勵資料而對應於遊戲結果支付遊戲媒體 的控制刼作。另外,伺服器ROM 256為遊戲條件儲存單元 之一實例,遊戲條件儲存單元儲存具有對應於遊戲條件中 124515.doc 200838589 之母一者的遊戲結果之獎勵資料的複數個遊戲條件。祠服 μ〇Μ 256為儲存—包括獎勵資料及影響遊戲結果之遊戲 結果影響資料之遊戲條件的遊戲條件儲存單元之一實例。 在步驟S620中,飼服器cpu以執行賠付總數確定處 理0飼服器CPU 252勃杆以T ί田•处丄 W執仃以下處理·借助於將自特殊遊戲The server s; 252 is an example of a game condition selection unit that selects a pre-game condition from the plurality of game conditions based on the determination result of the early game presentation by the mortgage game medium 2. As described above, the processor CPU 252 is configured to select a game result influence data according to the determination result of the determination unit (the game result affects the data so that the game result achieved from the specific preview is achieved compared to the other predicted data. Game:: More disadvantageous) One of the game condition selection units of the special game state. As described above, the servo dragon (10) 256 is an example of a game condition storage unit that stores the game conditions for the common game. Biton In this embodiment, the game conditions are selected such that a particular horse becomes. However, the 'tour (m) m state is advantageous for selecting the game conditions to make the horse. In this situation, the trend of getting together is becoming more clear: 124515.doc -26 - 200838589 and the inferior horse bet odds are added, which makes it possible to enhance the player's desire to earn a jackpot. In step S522, game condition setting processing is executed. During the processing, the server CPU 252 executes the process of setting the game condition selected in step S520 and storing the thus set game condition in the server RAM 254. When the processing is completed, the processing proceeds to step S524. Therefore, the server CPU 252 is an example of a game execution controller that executes a game that conforms to predetermined game conditions selected by the game condition selection unit. The server CPU 252 is an example of a game execution controller that controls execution of a common game in accordance with game conditions selected by the game condition selection unit. Further, the 'server ROM 256' is an example of a game condition storage unit that stores game conditions including bonus information and game result influence data affecting the game result. In step S524, a determination is made as to whether or not the input of the predicted data is completed. During processing, when the server CPU 252 has determined to complete a predetermined input period (e.g., 60 seconds) and input of prediction data, the process proceeds to step S526. When it is determined that the input of the prediction data is not completed, the processing proceeds to step S514. In step S526, the server CPU 252 performs processing for generating a random number for use in a game (e.g., a number from 65535). When step S526 is completed, the CPU 252 advances the processing to step S528. In step S528, the game result table reference processing is executed. During the processing, the server CPU 252 performs the process of referring to the game result table stored in the server ROM 256 using the random number generated in step S526. More specifically, the server CPU 252 refers to the game result table by using the game condition set in step S510 or S520 and selected in 124515.doc -27-200838589 and set in step S522 as a variable, thereby determining the game result. (for example, the level of horses, the development of competitions, etc.). When the processing is completed, the processing proceeds to step S530. Therefore, the server CPU 252 is an example of a game execution controller that executes a common game that conforms to the game condition selected by the game condition selection unit. In step S530, a presentation image display process is performed. During this process, the server CPU 252 selects data for use in displaying a presentation image from the server rqm 256; stores the thus selected data in the RAM 254; and transmits the data to the server image Output circuit 2^8. The vDp in the server image output circuit 268 reads various image data segments, such as background image data and presentation, from the image data output ROM 268, which is sent by the self-feeding device CPU 252. Image data; the image data segments thus read are superimposed on each other; and the resulting image is displayed in the display area 22A of the main display device 22. When the processing is completed, as described in the subroutine m, the main display device 22 = 'presents the image to display one of the display units of a common game. Thus, the server image output circuit 268 is controlled by the display unit. The presentation of ~ shows an instance of the display controller. FIG. 16 is a detailed description of the steps performed in the step shown in FIG. 13 in which the sub-process in step S610, whether the exchange rate flag is taken as a value of 1 during this process, when When the sheet metal μ ^ exchange rate flag takes the value of ^: the sequence stored in the servo 11 RAM 254 is as follows 2. When it is not determined that the server CPU 252 advances the processing until the value of the step rate flag is taken as 丨, the server cpu 124515.doc -28-200838589 252 advances the processing to step S614. Therefore, the server CPU 252 is an example of the payout control, and the payout controller controls the exchange rate of a game medium that conforms to the game condition selected by the game condition selection unit and the reward corresponding to the game result. In step S612, exchange rate reference processing is performed. During processing, the servo CPU 252 stores the exchange rate (for example, in the case of the Dubai World Cup, the exchange rate of the US dollar to the round) by referring to the exchange rate table stored in the server ROM 256 (see S 10). Server RAM 254. When the processing day is completed, the process proceeds to step S614. As described above, the servo-r〇m 256 is an example of a game condition storage unit that stores game conditions having exchange rates for respective game conditions. The server CPU 252 is a billing example of the payout controller, and the payout controller performs a control operation of paying the game medium for the exchange rate corresponding to the game condition selected by the game condition selection unit and the bonus corresponding to the game result. Although this embodiment has described that the exchange rate is stored in R〇M, the present invention is not limited to this embodiment. The exchange rate can also be stored in RAM and the exchange rate can also be updated. For example, a game that is close to the actual environment can be provided based on the exchange rate of day-to-day changes. In step S614, if it is determined whether a special game status flag is determined by the processing farmer CPU 252 to determine that the special game status flag stored in the server ram 254 is "丨,", the process proceeds to step S61 6 When the CPU 252 determines that the special game status flag is not "丨,", the processing proceeds to step S618. In step S616, special game result determination processing is executed. During this processing, the servo benefit, CPU 252 performs a process of determining the result of the special game based on the random number of 124515.doc -29-200838589 generated in step S526. More specifically, the server CPU 252 determines the result of the special game based on the random number generated in step S526'. by determining the payout ratio from the result of the special game by referring to the payout ratio table (see FIG. 12); The claim ratio thus determined is stored in the Servo IsRAM 2W. When the processing is completed, the processing proceeds to step S6i8. As described above, the server CPU 252 is an example of a compensation controller, and when the game execution controller has executed a game that meets a predetermined game condition and when a special game result is obtained in the game, the compensation controller performs the storage according to the The total number of mortgage game media in the mortgage game media total storage unit and the control operation of the predetermined number of game media. Therefore, the server 252 is one of the examples of the payment controller, and when the game execution controller provides a game that meets the predetermined game condition, the compensation controller performs the correspondence according to the total number of mortgage game media stored in the total number of mortgage game media storage units. Control the operation of a certain number of game media for the game results. Although the embodiment of the random number generated in step S526 is described, the game system 1 can be configured to generate other random numbers as well. In step S618, reward data reference processing is performed. During this processing, the server CPU 252 performs a process of storing-reward based on the random number reference bonus table generated in step S526. When the processing is completed, the processing proceeds to step S620. The server cpu 252 is one of the payout controllers 2, and the payout controller performs a control operation corresponding to the game result payment game medium by referring to the bonus information conforming to the game condition selected by the game condition selection unit. Further, the server ROM 256 is an example of a game condition storage unit that stores a plurality of game conditions having bonus information corresponding to the game result of the parent of 124515.doc 200838589 in the game condition. 〇Μ 〇Μ 256 256 is an example of a game condition storage unit that stores game conditions including reward information and game outcomes that affect game outcomes. In step S620, the feeder cpu performs the total number of claims to be processed. 0 The server CPU 252 is arbitrarily operated by T 田田 • 丄 W. The following processing is performed by means of a special game.

Z 252充當賠付控制器之一實例,當遊戲執行控制器執 行符合預定遊戲條件之遊戲時且#在遊戲中獲得—特殊遊 戲結果時’該賠付控❹執行根㈣存純押遊戲媒體總 數儲存單元中之抵押遊戲媒體總數而賠付預定數目的遊戲 果斤確疋之賠付比率或步驟S6 j 8中所 變數:而確定對應於玩家終端機中之每一者的賠= 賠付貧枓,且將如此確定之賠付㈣料於㈣器副 254中。當完成該處理時’處理進行至步驟⑽。词服器 CPU 252充當賠付控制器之—實w,該賠付控制器執行對 應於由遊戲條件選擇單元選定之遊戲條件之匯率以及對應 於遊戲結果之獎勵而賠付遊戲媒體的控制操作。飼服器 媒體之控制操作。伺服器CPU 252充當賠付控制器之一實 例,當遊戲執行控制器提供符合預定遊戲條件之遊戲時, 該賠付控制執行根據儲存於抵押遊戲媒體總數儲存單元 中之抵押冑戲媒體總數而對應⑥遊戲結果支付一定數目的 遊戲媒體的控制操作。 在y驟S622中,執行賠付裝置驅動處理。在處理期間, 伺服器CPU 252將一源自步驟S62〇中之儲存於玩家終端機 30中之每一者中的賠付資料之賠付信號傳輸至玩家終端機 124515.doc -31- 200838589 30中之每一者。根據所接收之賠付信號’玩家終端機30中 之每一者之終端機CPU 152自硬幣賠付開口 731支付遊戲媒 體(例如,硬幣)。當完成處理時,該副程式終止。因二,、 飼服器CPU 252為賠付控制器之一實例,其控制符合對應 於遊戲結果之獎勵之遊戲媒體的支付。 μ 圖17中展示顯示於終端機顯示器61上之幫助螢幕之一實 例。如圖所示,WIN為用於押注於將在競賽中得第一: 馬之票。SHOW為用於押注於將在競赛中得第—至第三之 馬之票。BRACKET,聰LLA為用於押注於指派㈣在 競賽中得第-及第二的馬之括號編號之組合的票。 QUINELLA為用於押注於將得第一及第二或第二及第一之 合的票4XACTA為用於押注於指派給將以確切次 ^的馬之編號的票。quinell 用=注於將得第-及第二(或第二及第_)之馬之組合為 將仔第一及第三(或第=第__ 笛一 乐一及弟)之馬之組合及將得第二及 弟二(或弟三及第二)之馬之組 指派給將得第_、笛^ 〇為用於押注於 - 欠序的《翻及弟三的馬之編號而不指定其完成 借=遊:示此等幫助η使得能夠提供-遊戲系統’ Π::::系統’即使一初學玩家亦可享受遊戲之樂 〜端機顯示器61為用於顯示一 輔助顯示單元之_實例。 玩豕辅助螢幕之 圖18為展示正執行赛馬之顯示螢幕之-實例。赛5在顯 示區22A中勃γ 〜 只例賽馬在顯 订。予元影像9〇A至90D(例私 八t 編號之賽馬)顯示於顯示區22A中。(1如,刀別經指派 124515.doc -32- 200838589 圖19為展示接近終點之區之顯示螢幕之一實例。賽馬在 顯示區22A中執行。顯示區22A顯示一字元影像90A(例 如,一指派為第8號之賽馬)。字元影像90A已到達終點且 贏得獎金。另外,顯示一字元影像90B(例如,一賽馬之字 元影像)在顯示區22A中之字元影像90A之後。在顯示區 22A中,顯示一字元影像90C(例如,一指派為第2號之賽馬 之字元影像)在顯示區22A中之字元影像90A之後。顯示一 字元影像90D(例如,一指派為第5號之賽馬之字元影像)在 顯示區22A中之字元影像90A之後。在此狀況下,字元影 像90A已贏得獎金。舉例而言,已押注於字元影像90A之 玩家可獲得一預定賠付。 圖20為展示執行一競賽同時根據先前遊戲結果選擇一遊 戲狀態的顯示螢幕。舉例而言,提供當阿拉伯馬在先前遊 戲中贏得獎金時達成的顯示螢幕。一背景影像90F((例如) 沙漠之字元影像)展示根據先前遊戲之結果而在遊戲狀態 迪拜中舉行競賽。另外,字元影像90A至90D(例如,經指 派編號之賽馬)顯示於顯示區22A中。 圖21為展示當在一預定遊戲條件下執行遊戲時且當在遊 戲中達成一指定遊戲結果時達成的終點周圍之區的顯示螢 幕。賽馬在顯示區22A中執行。字元影像90A(例如,一指 派為第8號之賽馬)顯示於顯示區22A中。字元影像90A已以 勝過在字元影像90A之後奔跑之字元影像90B三個身長而 臝得獎金。此外,顯示字元影像90B(例如,一指派為第7 號之賽馬之字元影像)在顯示區22A中之字元影像90A之 124515.doc -33- 200838589 後。顯示一字元影像90C(例如,一指派為第2號之賽馬之 字元影像)在顯示區22A中之字元影像90A之後。另外,顯 示一字元影像90D(例如,一指派為第5號之賽馬之字元影 像)在顯示區22A中之字元影像90A之後。在顯示區22A 中,顯示一字元影像90E(例如,終點之字元影像)。如上 所述’當馬在一特殊遊戲中以三個身長而赢得獎金時,支 付一預定獎勵(見圖12)。 圖22為展示執行一已根據預測而改變遊戲狀態之競賽的 顯示螢幕。賽馬在顯示區22A中執行。字元影像90A至 90D(例如,分別經指派編號之賽馬)顯示於顯示區22A中。 顯示區22A展示字元影像90G(例如,雨之字元影像)。字元 影像90G之外觀展示對於在雨中體力不佳之馬之遊戲條件 的惡化。 圖23為展示執行已根據預測而改變遊戲狀態之競賽的顯 示螢幕之一實例。賽馬在顯示區22A中執行。字元影像 90A(例如,一在奔跑同時載運三個賽馬騎師且指派為第8 號之賽馬)顯示於顯示區22A中。載運複數個賽馬騎師之賽 馬展示對於字元影像90A之遊戲條件之惡化。顯示字元影 像90B(例如,一指派為第7號之賽馬之字元影像)在顯示區 22A中之字元影像90A之後。顯示字元影像90C(例如,一 指派為第2號之賽馬之字元影像)在顯示區22A中之字元影 像9ΌΑ之後。顯示字元影像90D(例如,一指派為第5號之賽 馬之字元影像)在顯示區22A中之字元影像90A之後。 如上文參考根據實施例之遊戲系統ί所描述的,如圖11 124515.doc -34- 200838589 所示,根據對應於由各別玩家輸人之㈣之預㈣料自複 數個遊戲條件中選擇-賴料,且根據—選定遊戲條件 執行公共遊戲。如上所述,用於_用於賠付獎勵而玩之遊 ,的遊戲條件根據由玩家預測之_資料而改變。舉例而 σ在-賽馬遊戲系統中,當玩家對遊戲結果作出預測且 押注時,騎上一優勢馬之賽馬騎師的數目增加,且由馬載 運之重量變得更重。在此種不利狀態下執行賽馬遊戲。因 此,用於軸之關#件改變。目為軸狀隸據由玩家 作出之預測而改變,所以玩家作出預測變得更複雜,此進 而使得玩家進一步享受遊戲之樂趣。因此,可提供一遊戲 ^統’該遊戲系統借助於使玩家作出預測變得複雜而使玩 豕進一步享受遊戲之樂趣。 匕外根據遊戲系統1,當將一特定預測資料片段以預 定比例儲存於複數個預測資料片段中時,便選定一具有遊 戲結果影響資料(該遊戲結果影響資料使自特定預測資料 所獲得的遊戲結果比自其他預測資料片段所獲得的遊戲結 果^不利)之特殊遊戲狀態。不平衡出現於: 玩家作出之預測中時,除獎勵外,選擇_對遊戲結果不利 之特殊遊戲狀_。舉例而言,在—賽馬遊戲系統中,當與 特疋馬(例如 ’ Haru-urara、Oguricap、Hiseiko,等等)赢 知遊戲之預測有關之預測資料有優勢時,作出一改變以達 成一對遊戲結果不利之特殊遊戲狀態;例如,改變各種因 素,諸如,馬之參數(例如,馬之重量之增加)、各別字元 (馬)參加競赛之賽馬場之狀態,及其他因素。因此,一遊 124515.doc -35- 200838589 戲狀態根據預測而改變,此使玩家作出預測變得複雜且使 玩家更大程度地享受遊戲之樂趣。因此,可提供一遊戲系 統,該遊戲系統借助於使玩家作出預測變得複雜而使玩家 進一步享受遊戲之樂趣。 如上所述,根據遊戲系統,遊戲狀態根據預測而改變, 此使玩豕作出預測變得複雜且使玩家更大程度地享受遊戲 - 之市趣。因此,可提供一遊戲系統,該遊戲系統借助於使 玩家作出預測變得複雜而使玩家進一步享受遊戲之樂趣。 _ 【圖式簡單說明】 圖1為展示根據本發明之一實施例之遊戲系統的外觀的 透視圖; 圖2為展示該實施例之一玩家終端機之外觀的透視圖; 圖3為展示該實施例之遊戲系統之一電組態的方塊圖; 圖4為用於描述該實施例之一表格之描述性視圖; 圖5為用於描述該實施例之一表格之描述性視圖; _ 圖6為用於描述該實施例之一表格之描述性視圖; 圖7為用於描述該實施例之一表格之描述性視圖; 圖8為用於描述該實施例之一表格之描述性視圖; • 圖9為用於描述該實施例之一表格之描述性視圖; - 圖10為用於描述該實施例之一表格之描述性視圖; 圖11為用於描述該實施例之一表格之描述性視圖; 圖12為用於描述該實施例之一表格之描述性視圖; 圖13為用於描述該實施例之控制操作之流程圖; 圖14為用於描述該實施例之控制操作之流程圖; 124515.doc -36- 200838589 圖15為用於描述該實施例之控制操作之流程圖; 圖16為用於描述該實施例之控制操作之流程圖; 圖17為用於描述該實施例之玩家終端機之顯示螢幕的描 述性視圖; 圖18為用於描述該實施例之主顯示裝置之描述性視圖; 圖19為用於描述該實施例之主顯示裝置之描述性視圖; 圖20為用於描述該實施例之主顯示裝置之描述性視圖; 圖21為用於描述該實施例之主顯示裝置之描述性視圖; 圖22為用於描述該實施例之主顯示裝置之描述性視 圖;且 圖23為用於描述該實施例之主顯示裝置之描述性視圖。 【主要元件符號說明】 1 遊戲系統 20 主單元 21 遊戲區 22 主顯示褒置 22A 顯示區 23 揚聲器 30 玩家終端機 30a-30h 玩家終端機 31 座位 50 座位主體 60 側單元 61 終端機顯示器 124515.doc -37- 200838589Z 252 acts as an example of a compensation controller, when the game execution controller executes a game that meets predetermined game conditions and # gets in the game - special game result 'this payout control execution root (four) deposit pure game media total storage unit The total number of mortgage game media in the middle of the game and pays the predetermined number of games to determine the payout ratio or the variable in step S6 j 8: and determine the compensation corresponding to each of the player terminals = pay poor, and will be The determined payment (four) is expected to be in the (four) device pair 254. When the processing is completed, the processing proceeds to step (10). The word processor CPU 252 functions as a payout controller, which performs a control operation for paying the game medium in accordance with the exchange rate of the game condition selected by the game condition selection unit and the bonus corresponding to the game result. Feeder media control operation of the media. The server CPU 252 serves as an example of a compensation controller that performs a game corresponding to the total number of mortgage games stored in the total number of mortgage game media storage units when the game execution controller provides a game that meets predetermined game conditions. As a result, a certain number of control operations of the game media are paid. In the step S622, the payout device drive processing is executed. During processing, the server CPU 252 transmits a payout signal from the payout data stored in each of the player terminals 30 in step S62 to the player terminal 124515.doc-31-200838589 30 Each. The terminal CPU 152 of each of the player terminals 30 receives the game medium (e.g., coins) from the coin payout opening 731 based on the received payout signal 'each of the player terminals 30'. When the processing is completed, the subroutine terminates. Second, the feeder CPU 252 is an example of a compensation controller that controls the payment of the game media that matches the reward corresponding to the game outcome. μ Figure 1 shows an example of a help screen displayed on the terminal display 61. As shown, WIN is used to bet on the first place in the competition: the ticket of the horse. SHOW is used to bet on the ticket that will be the first to the third horse in the competition. BRACKET, Cong LLA is a ticket for betting on the combination of (4) the number of brackets of the first and second horses in the competition. QUINELLA is a ticket for betting on the first and second or second and first combination 4XACTA for betting on the number assigned to the horse that will be the exact number of times. Quinell uses = for the combination of the first and second (or second and _) horses to be the combination of the first and third (or the first __ 笛一乐一和弟) horses And assign the second and second (or third and second) horses to the number of horses that will be placed on the _, and the whistle is used to bet on the - Do not specify its completion loan = tour: show that this help η enables to provide - the game system 'Π:::: system' even if a beginner player can enjoy the game music ~ end machine display 61 for displaying an auxiliary display unit _ instance. Play 豕 Auxiliary Screen Figure 18 shows an example of a display screen that is being executed. Race 5 is displayed in the display area 22A. The meta-images 9A to 90D (such as the private eight-digit horse racing) are displayed in the display area 22A. (1) For example, the knife is assigned 124515.doc -32- 200838589. Fig. 19 is an example of a display screen showing an area near the end point. The horse racing is performed in the display area 22A. The display area 22A displays a character image 90A (for example, One is designated as the No. 8 race.) The character image 90A has reached the end point and won the prize. In addition, the display of the character image 90B (for example, a character image of a horse race) is after the character image 90A in the display area 22A. In the display area 22A, a character image 90C (for example, a character image assigned to the second horse) is displayed after the character image 90A in the display area 22A. A character image 90D is displayed (for example, A character image assigned as the number 5 race horse is after the character image 90A in the display area 22A. In this case, the character image 90A has won the prize. For example, the character image 90A has been bet. The player can obtain a predetermined payout. Figure 20 is a display screen showing the execution of a competition while selecting a game state based on the previous game result. For example, a display screen is provided when the Arabian horse wins a prize in a previous game. The scene image 90F (for example, the image of the desert character) shows that the competition is held in the game state Dubai according to the result of the previous game. In addition, the character images 90A to 90D (for example, the assigned numbered horses) are displayed on the display area 22A. Figure 21 is a display screen showing the area around the end point when the game is executed under a predetermined game condition and when a specified game result is achieved in the game. The horse is executed in the display area 22A. The character image 90A ( For example, a race horse assigned as No. 8 is displayed in the display area 22A. The character image 90A has earned a bonus by three characters longer than the character image 90B running after the character image 90A. The meta-image 90B (for example, a character image assigned to the seventh horse race) is displayed after 124515.doc -33-200838589 of the character image 90A in the display area 22A. A character image 90C is displayed (for example, an assignment) The character image of the second horse race is after the character image 90A in the display area 22A. In addition, a character image 90D (for example, a character image assigned to the fifth horse race) is displayed in the display area. Word in 22A After the image 90A, in the display area 22A, a character image 90E (for example, a character image of the end point) is displayed. As described above, when a horse wins a prize with three lengths in a special game, a predetermined reward is paid. (See Fig. 12.) Fig. 22 is a display screen showing execution of a competition in which the state of the game has been changed according to the prediction. The horse racing is performed in the display area 22A. The character images 90A to 90D (for example, horses assigned numbers respectively) are displayed. In the display area 22A, the display area 22A displays a character image 90G (for example, a rain character image). The appearance of the character image 90G shows deterioration of game conditions for a horse who is not physically fit in the rain. Fig. 23 is a diagram showing an example of a display screen for executing a competition in which the state of the game has been changed according to the prediction. The horse racing is performed in the display area 22A. The character image 90A (for example, a horse racing three horse racing jockeys and assigned as the eighth horse) is displayed in the display area 22A. Carrying a number of race horse jockeys The horse shows the deterioration of the game conditions for the character image 90A. The display character image 90B (e.g., a character image assigned to the seventh horse race) is displayed after the character image 90A in the display area 22A. The display character image 90C (e.g., a character image assigned to the second horse race) is displayed after the character image 9 in the display area 22A. The display character image 90D (e.g., a character image assigned to the fifth race) is displayed after the character image 90A in the display area 22A. As described above with reference to the game system ί according to the embodiment, as shown in FIG. 11 124515.doc -34-200838589, the selection is based on a plurality of game conditions corresponding to the (four) pre-(four) materials input by the respective players - Lay, and perform a common game based on the selected game conditions. As described above, the game conditions for the game for paying the bonus and playing are changed according to the data predicted by the player. For example, in the σ-horse racing system, when the player makes a prediction and bets on the outcome of the game, the number of horse jockeys riding on a dominant horse increases, and the weight of the horse is heavier. The horse racing game is executed in such an unfavorable state. Therefore, it is used to change the axis of the shaft. The objective is that the axis is changed by the prediction made by the player, so the player makes the prediction more complicated, which in turn makes the player further enjoy the game. Therefore, it is possible to provide a game system which allows the player to further enjoy the game by making the prediction of the player complicated. According to the game system 1, when a certain piece of prediction data is stored in a plurality of pieces of prediction data in a predetermined ratio, a game having influence data of the game result is selected (the game result affects the data to obtain the game obtained from the specific prediction material) The result is a special game state that is less favorable than the game results obtained from other predictive data segments. Unbalance occurs when: In the prediction made by the player, in addition to the reward, choose _ a special game shape that is unfavorable to the outcome of the game. For example, in a horse racing game system, when there is an advantage in predicting the information related to the prediction of the game by the special horse (such as 'Haru-urara, Oguricap, Hiseiko, etc.), a change is made to reach a pair. The game results are unfavorable for special game states; for example, changing various factors, such as horse parameters (eg, an increase in the weight of the horse), the status of each character (horse) participating in the race, and other factors. Therefore, the state of the game 124515.doc -35- 200838589 changes state according to the prediction, which makes the player's predictions complicated and allows the player to enjoy the game to a greater extent. Therefore, a game system can be provided which allows the player to further enjoy the game by making the player's prediction complicated. As described above, according to the game system, the state of the game is changed according to the prediction, which complicates the prediction of the play and allows the player to enjoy the game to a greater extent. Therefore, a game system can be provided which allows the player to further enjoy the game by making the prediction of the player complicated. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a perspective view showing the appearance of a game system according to an embodiment of the present invention; FIG. 2 is a perspective view showing the appearance of a player terminal of the embodiment; Figure 4 is a block diagram for describing a table of the embodiment; Figure 5 is a descriptive view for describing a table of the embodiment; 6 is a descriptive view for describing a table of the embodiment; FIG. 7 is a descriptive view for describing a table of the embodiment; FIG. 8 is a descriptive view for describing a table of the embodiment; Figure 9 is a descriptive view for describing a table of the embodiment; - Figure 10 is a descriptive view for describing a table of the embodiment; Figure 11 is a description for describing a table of the embodiment Figure 12 is a flowchart for describing a table of the embodiment; Figure 13 is a flow chart for describing the control operation of the embodiment; Figure 14 is a flow chart for describing the control operation of the embodiment Figure; 124515.doc -36- 200838589 Figure 15 is a flow chart for describing the control operation of the embodiment; Figure 16 is a flow chart for describing the control operation of the embodiment; Figure 17 is a description for describing the display screen of the player terminal of the embodiment; Figure 18 is a descriptive view of a main display device for describing the embodiment; Figure 19 is a descriptive view for describing the main display device of the embodiment; Figure 20 is a diagram for describing the main embodiment of the embodiment 21 is a descriptive view of a main display device for describing the embodiment; FIG. 22 is a descriptive view for describing the main display device of the embodiment; and FIG. 23 is for describing A descriptive view of the primary display device of this embodiment. [Main component symbol description] 1 Game system 20 Main unit 21 Game area 22 Main display device 22A Display area 23 Speaker 30 Player terminal 30a-30h Player terminal 31 Seat 50 Seat body 60 Side unit 61 Terminal display 124515.doc -37- 200838589

62 子監視器儲存槽 70 座位殼體 71 桌子 72 操作單元 75 揚聲器 80 主控制器 90A 字元影像 90B 字元影像 90C 字元影像 90D 字元影像 90E 字元影像 90F 背景影像 90G 字元影像 97 槽 150 終端機控制器 152 終端機CPU 154 終端機RAM 156 終端機ROM 158 終端機視訊控制器 160 終端機音訊控制器 162 終端機通信介面 200 伺服器 252 伺服器CPU 254 伺服器RAM 124515.doc • 38 - 200838589 256 伺服器ROM 260 伺服器音訊輸出電路 262 伺服器通信介面 268 伺服器影像輸出電路 300 網路 611 第一支撐臂 612 第二支撐臂 613 子監視器 731 硬幣賠付開口 732 硬幣插入槽 971 罩蓋 972 終端機控制板 124515.doc -39-62 Sub-monitor storage slot 70 Seat housing 71 Table 72 Operating unit 75 Speaker 80 Main controller 90A Character image 90B Character image 90C Character image 90D Character image 90E Character image 90F Background image 90G Character image 97 Slot 150 Terminal Controller 152 Terminal CPU 154 Terminal RAM 156 Terminal ROM 158 Terminal Video Controller 160 Terminal Audio Controller 162 Terminal Communication Interface 200 Server 252 Server CPU 254 Server RAM 124515.doc • 38 - 200838589 256 Servo ROM 260 Servo audio output circuit 262 Server communication interface 268 Server image output circuit 300 Network 611 First support arm 612 Second support arm 613 Sub-monitor 731 Coin payout opening 732 Coin insertion slot 971 Cover Cover 972 terminal control panel 124515.doc -39-

Claims (1)

200838589 十、申請專利範圍·· 1 · 一種遊戲系統,其提供複數個玩家參與之一遊戲,該遊 戲系統包含: 一主顯示器; 針對該等玩家中之每一者而提供 代货炙複數個玩家終端 機,該等玩家終端機中之每—者具備—預測輸人單元, 該預測輸人單元允許該等各別玩家輸人—關於該遊戲之 一結果之預測;及 主i制為’其連接至該主顯示器及該等玩家終端機 且操作以: 控制該主顯示器顯示一用於提供該遊戲之影像; 根據經由設於該等玩家終端機中之該預測輪入單元 所輸入之該等預測而儲存預測資料; 件储存疋義用於玩該遊戲之不同條件之複數個遊戲條 根據該所儲存之_資料自該等所儲存 中選擇; 戲條件 在忒選定之遊戲條件下將該遊戲提供 家;及 峨寻玩 將1勵提供給—臝得該遊戲之玩家。 2·如請求項1之 遊戲之統,其中該主控制操作以根據該 給該臝得該。遊::!數目的遊戲媒體作為該獎勵賠付 3 ·如請求項1之、、 遊戲系統,其中該預測資料含有獎勵資料 124515.doc 200838589 及衫響該遊戲之該結果之遊戲結果影響資料’且 其中該主控制器進—步操作以: 、確定是否將—預定比例或以上之特定預測資料儲存 為該預測資料; 根據關於該所儲存預測資料之該確定自該等遊戲條 =巾選擇—特料戲條件,該特殊遊戲條件具有遊戲 、口果衫響貝料,該遊戲結果影響資料使得該遊戲對一 作出對應於該特定預測資料之該預測之玩家不利。 4·種遊戲系統,其提供複數個玩家參與之一公共遊戲; 在該公共遊戲中,該等各別玩家預測遊戲結果且插^遊 戲媒體,且在該公共遊戲中,根據對應於該遊戲之一結 果之獎勵而賠付遊戲媒體,該遊戲系統包含: 一預測輸人單元,其允許該等各別玩家輸人關於該遊 戲之該結果之預測; 一預測错存單元,其儲存對應於經由該預測輸入單元 輸入之該等預測之預測資料; 一遊戲條件儲存單元,其儲存用於該公共遊戲之複數 個遊戲條件; 遊戲條件選擇單元,其根據儲存於該預測儲存單元 中之該預測資料而自儲存於該遊戲條件儲存單元中之該 等遊戲條件中選擇一遊戲條件;及 遊戲執行控制器,其根據由該遊戲條件選擇單元選 定之該遊戲條件來控制該公共遊戲之執行。 5·如請求項4之遊戲系統,其進一步包含一確定單元,該 124515.doc 200838589 確定單元確定儲存於該預測儲 其中儲存於該遊戲條件儲存單元中之::::資料’ :獎勵資料及影響該遊戲之該結果之遊戲結; W中該確疋早70確定是否將特定預測資料以—預定比 例或以上而儲存於該預測儲存 測資料片段U ^複數個預 其中該遊戲條件選擇單元根據由該確定單元呈遞之一 確定之-絲㈣擇—具㈣戲結果轉㈣之特殊遊 戲,件,該遊戲結果影響資料使得自該特定預測資料所 獲得的該遊戲之該結果比自其他預測資料片段所獲得的 该遊戲之該結果更不利。 124515.doc200838589 X. Patent Application Range·· 1 · A game system that provides a game in which a plurality of players participate in a game. The game system includes: a main display; providing a plurality of players for each of the players a terminal, each of the player terminals having a predictive input unit, the predictive input unit allowing the respective players to input a prediction of a result of the game; and the master system is 'its Connecting to the primary display and the player terminals and operating to: control the primary display to display an image for providing the game; according to the input via the predictive wheeling unit provided in the player terminals Forecasting and storing forecasting data; storing a plurality of game strips for playing different conditions of the game, selecting from the stored ones according to the stored data; playing conditions in the selected game conditions Providing a home; and looking for a play to provide 1 incentive to the player who is naked. 2. The game of claim 1, wherein the main control operation is based on the naked one.游::! The number of game media is paid as the reward. 3. According to the request item 1, the game system, wherein the prediction data contains the bonus information 124515.doc 200838589 and the game result affecting the result of the game is 'and Wherein the main controller further operates to: determine whether to store a predetermined prediction data of the predetermined ratio or more as the prediction data; and determine from the game bar = towel selection according to the stored prediction data. According to the game condition, the special game condition has a game and a game, and the game result affects the data so that the game is disadvantageous to a player who makes the prediction corresponding to the specific forecast data. a game system that provides a plurality of players participating in a common game; in the common game, the respective players predict game outcomes and insert the game media, and in the common game, according to the game corresponding to the game a game of rewards for a result, the game system comprising: a predictive input unit that allows the respective players to enter a prediction of the outcome of the game; a predictive error unit, the storage corresponding to the Predicting predicted data input by the input unit; a game condition storage unit storing a plurality of game conditions for the common game; a game condition selection unit that is based on the predicted data stored in the predicted storage unit Selecting a game condition from among the game conditions stored in the game condition storage unit; and a game execution controller that controls execution of the common game based on the game condition selected by the game condition selection unit. 5. The game system of claim 4, further comprising a determining unit, the 124515.doc 200838589 determining unit determining to store in the predictive storage stored in the game condition storage unit::::data': reward data and a game knot that affects the result of the game; in the W, it is determined 70 whether to determine whether the specific forecast data is stored in the predictive storage data segment by a predetermined ratio or more, and the game condition selection unit is based on the game condition selection unit. A special game determined by one of the determination unit submissions, wherein the result of the game influences the data so that the result of the game obtained from the specific prediction data is higher than that of other prediction data. The result of the game obtained by the clip is more disadvantageous. 124515.doc
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