US20090054120A1 - Gaming machine and controlling method thereof - Google Patents

Gaming machine and controlling method thereof Download PDF

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Publication number
US20090054120A1
US20090054120A1 US12/183,584 US18358408A US2009054120A1 US 20090054120 A1 US20090054120 A1 US 20090054120A1 US 18358408 A US18358408 A US 18358408A US 2009054120 A1 US2009054120 A1 US 2009054120A1
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Prior art keywords
race
racehorses
display
image
sized display
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Abandoned
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US12/183,584
Inventor
Hiroki Saito
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Universal Entertainment Corp
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Aruze Corp
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Publication of US20090054120A1 publication Critical patent/US20090054120A1/en
Abandoned legal-status Critical Current

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    • 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
    • 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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • 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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3248Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving non-monetary media of fixed value, e.g. casino chips of fixed value

Definitions

  • the present invention relates to a gaming machine for executing a horse racing game, and a controlling method thereof.
  • U.S. Patent Application Publication No. 6210275 describes betting by use of bet methods such as quinella, perfecta, trifecta and superfecta.
  • U.S. Patent Application Publication Nos. 6358150 and 6450887 describe determining payouts by use of a plurality of horse racing game machines connected to each other through a network and betting based on previous races.
  • Japanese Patent Application Publication No. 2001-087461 describes nurturing of characters participating in a game by a player himself/herself.
  • Japanese Patent No. 3291287 describes integration of odds among a plurality of horse racing game machines connected to each other online.
  • Japanese Patent No. 3366308 describes calculation of odds based on a target payout rate and a winning percentage as well as correction of the odds thus calculated.
  • U.S. Patent Application Publication No. 6921331 describes execution of a racing game such as a horse racing game through a network.
  • Japanese Patent Application Publication Nos. 2002-085852 and 2002-035429 describe playing a nurturing-type horse racing game in a wide area through a network.
  • U.S. Patent Application Publication No. 7025353 describes a horse racing board game.
  • U.S. Patent Application Publication No. 7172508 describes executing a sports game and making a bet on an outcome of the game.
  • the present invention was made to solve the problems as described above. It is an object of the present invention to provide a gaming machine capable of notifying useful information in an easily recognizable manner for a player to predict in execution of a horse racing game, and also to provide a controlling method thereof.
  • a first aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; and a controller configured to set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on a past race outcome of the racehorse before execution of a current race, and display any one of the paddock image and the training image including the set behavioral pattern on any one of the large-sized display and a small-sized display provided in each of the gaming terminals.
  • paddock images or training images of racehorses participating in a current race are displayed and the paddock images or the training images are controlled so as to have behavioral patterns reflecting an outcome of a previous race.
  • the player can make use of the paddock images or the training images in making a prediction about the current race by looking at the images.
  • the controller may be configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
  • the behavioral pattern of the paddock image or the training image is set by taking into consideration a winning percentage set for each of the racehorses in addition to the past race outcome. Therefore, the player can make use of the winning percentage of each of the racehorses and the behavioral pattern reflecting the past race outcome in making a prediction about the current race.
  • the controller may be configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
  • the paddock image or the training image is displayed in such a manner that the worse the past race outcome is, the more negative impressions the behavioral pattern of the paddock image or the training image gives.
  • the player can easily determine whether conditions of each of the racehorses are good or bad by looking at the behavioral pattern of the paddock image or the training image.
  • a second aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a main controller including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and a terminal controller configured to control images to be displayed on the small-sized display, wherein the main controller is configured to set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on the past race outcome of the racehorse before execution of a current
  • paddock images or training images of the racehorses participating in the current race are displayed on the large-sized display, and each of the racehorses displayed is controlled so as to have a behavioral pattern reflecting the past race outcome of each of the racehorses, the outcome being stored in the memory. Therefore, the player can make use of the paddock images or the training images displayed on the large-sized display in making a prediction about the current race by looking at the images.
  • the main controller may be configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
  • the behavioral pattern of the paddock image or the training image is set by taking into consideration a winning percentage set for each of the racehorses in addition to the past race outcome stored in the memory. Therefore, the player can make use of the winning percentage of each of the racehorses and the behavioral pattern reflecting the past race outcome in making a prediction about the current race.
  • the main controller may be configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
  • the paddock image or the training image is displayed in such a manner that the worse the past race outcome stored in the memory is, the more negative impressions the behavioral pattern of the paddock image or the training image gives.
  • the player can easily determine whether conditions of each of the racehorses are good or bad by looking at the behavioral pattern of the paddock image or the training image displayed on the large-sized display.
  • a third aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a main controller configured including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and a terminal controller being connected to the main controller and being configured to control images to be displayed on the small-sized display, wherein the terminal controller is configured to set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on the past race outcome of the raceh
  • paddock images or training images of the racehorses participating in the current race are displayed on the small-sized display provided in each of the gaming terminals.
  • each of the racehorses displayed is controlled so as to have a behavioral pattern reflecting the past race outcome of each of the racehorses, the outcome being stored in the memory. Therefore, the player can make use of the paddock images or the training images displayed on the small-sized display in making a prediction about the current race by looking at the images.
  • the terminal controller may be configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
  • the behavioral pattern of the paddock image or the training image is set by taking into consideration a winning percentage set for each of the racehorses in addition to the past race outcome stored in the memory. Therefore, the player can make use of the winning percentage of each of the racehorses and the behavioral pattern reflecting the past race outcome in making a prediction about the current race.
  • the terminal controller may be configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
  • the paddock image or the training image is displayed in such a manner that the worse the past race outcome stored in the memory is, the more negative impressions the behavioral pattern of the paddock image or the training image gives.
  • the player can easily determine whether conditions of each of the racehorses are good or bad by looking at the behavioral pattern of the paddock image or the training image displayed on the small-sized display.
  • the terminal controller may be configured to display, on the small-sized display, any one of the paddock image and the training image of a racehorse for which a bet is made at the gaming terminal of the terminal controller.
  • the paddock image or the training image of the racehorse on which the player has made a bet is displayed on the small-sized display of this player.
  • each player can look at the paddock image or the training image of the racehorse in which he/she is interested.
  • a fourth aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; and a controller configured to display a previous race image of at least one of the racehorses on any one of the large-sized display and a small-sized display provided in the gaming terminal before execution of a current race.
  • the previous race image of each of the racehorses participating in the current race is displayed.
  • the player can make use of the previous race outcome of each of the racehorses in making a prediction about the current race.
  • a fifth aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a main controller including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and a terminal controller being connected to the main controller and being configured to control images to be displayed on the small-sized display, wherein the terminal controller is configured to display a previous race image of at least one of the racehorses on the small-sized display based on the past race outcome of the racehorse before execution of a current
  • the previous race image of each of the racehorses participating in the current race is displayed on the small-sized display provided in each of the gaming terminals.
  • the player can make use of the previous race outcome of each of the racehorses displayed on the small-sized display in making a prediction about the current race.
  • the terminal controller may be configured to display, on the small-sized display, a previous race image of a racehorse for which a bet is made at the gaming terminal of the terminal controller.
  • the previous race image of the racehorse on which the player has made a bet is displayed on the small-sized display.
  • each player can look at the previous race outcome of the racehorse in which he/she is interested.
  • a sixth aspect of the present invention is a method for controlling a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the method comprising: setting, by a controller, a behavioral pattern of at least one of the racehorses in any one of a paddock image and a training image based on a past race outcome of the racehorse before execution of a current race; displaying, by the controller, any one of the paddock image and the training image including the set behavioral pattern on any one of a large-sized display and a small-sized display included in each of a plurality of gaming terminals provided around the large-sized display; receiving, by the controller, a bet input made by a player on a prediction of a finish order of the racehorses at the gaming terminal; displaying, by the controller, the current race on the large-sized display; and providing, by the controller, an award
  • paddock images or training images of the racehorses participating in a current race are displayed before start of the current race.
  • the paddock images or the training images are controlled so as to have behavioral patterns reflecting previous race outcomes. Therefore, the player can make use of the paddock images or the training images in making a prediction about the current race by looking at the images.
  • a seventh aspect of the present invention is a method for controlling a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the method comprising: displaying, by a controller, a previous race image of at least one of the racehorses on any one of a large-sized display and a small-sized display included in each of a plurality of gaming terminals provided around the large-sized display; receiving, by the controller, a bet input made by the player on a prediction of a finish order of the racehorses at the gaming terminal; displaying, by the controller, the current race on the large-sized display; and providing, by the controller, an award for the prediction of the finish order on which the bet input is made at the gaming terminal, according to an outcome of the current race.
  • previous race images of the racehorses participating in a current race are displayed before start of the current race. Therefore, the player can make use of the previous race images in making a prediction about the current race by looking at the images.
  • FIG. 1 is a flowchart schematically showing procedures of processing executed by a gaming machine according to a first embodiment of the present invention.
  • FIG. 2 is a perspective view showing an entire configuration of the gaming machine according to the first embodiment of the present invention.
  • FIG. 3 is a perspective view showing a configuration of a gaming terminal provided in the gaming machine according to the first embodiment of the present invention.
  • FIG. 4 is a network connection diagram of the gaming machine according to the first embodiment of the present invention.
  • FIG. 5 is a block diagram showing a control circuit of a horse racing game controller provided in the gaming machine according to the first embodiment of the present invention.
  • FIG. 6 is a block diagram showing a control circuit of a gaming terminal provided in the gaming machine according to the first embodiment of the present invention.
  • FIG. 7 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 8 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 9 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 10 is a flowchart showing processing operations of a gaming machine according to a modified example of the first embodiment of the present invention.
  • FIG. 11 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 12 is an explanatory view showing a paddock image creation and selection table used in the gaming machine according to the first embodiment of the present invention.
  • FIG. 13 is a flowchart showing processing operations of a gaming machine according to a second embodiment of the present invention.
  • FIG. 14 is a flowchart showing processing operations of the gaming machine according to the second embodiment of the present invention.
  • FIG. 15 is a flowchart showing processing operations of a gaming machine according to a third embodiment of the present invention.
  • FIG. 16 is a flowchart showing processing operations of the gaming machine according to the third embodiment of the present invention.
  • FIG. 17 is a flowchart showing processing operations of the gaming machine according to the third embodiment of the present invention.
  • FIG. 18 is a flowchart showing processing operations of the gaming machine according to the third embodiment of the present invention.
  • FIG. 19 is an explanatory view showing a training image creation and selection table used in the gaming machine according to the third embodiment of the present invention.
  • FIG. 20 is a flowchart showing processing operations of a gaming machine according to a fourth embodiment of the present invention.
  • FIG. 21 is a flowchart showing processing operations of the gaming machine according to the fourth embodiment of the present invention.
  • FIG. 22 is a flowchart showing processing operations of a gaming machine according to a fifth embodiment of the present invention.
  • FIG. 23 is a flowchart showing processing operations of the gaming machine according to the fifth embodiment of the present invention.
  • FIG. 24 is a flowchart showing processing operations of the gaming machine according to the fifth embodiment of the present invention.
  • FIG. 25 is a flowchart showing processing operations of a gaming machine according to a sixth embodiment of the present invention.
  • FIG. 26 is a flowchart showing processing operations of the gaming machine according to the sixth embodiment of the present invention.
  • FIG. 27 is a perspective view showing another configuration of a gaming terminal provided in a gaming machine according to a modified example of the embodiments of the present invention.
  • FIG. 28 is an explanatory view showing an example of a bet screen displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 29 is an explanatory view showing a roulette game executed as a side game in the gaming machine according to the first embodiment of the present invention.
  • FIG. 30 is an explanatory view showing a bet screen for the roulette game executed as the side game in the gaming machine according to the first embodiment of the present invention.
  • FIG. 31 is an explanatory view showing an image displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 32 is an explanatory view showing an image displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 33 is an explanatory view showing an image displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 34 is an explanatory view showing an image displayed in the gaming machine according to the third embodiment of the present invention.
  • FIG. 35 is an explanatory view showing an image displayed in the gaming machine according to the third embodiment of the present invention.
  • FIG. 36 is an explanatory view showing an image displayed in the gaming machine according to the fifth embodiment of the present invention.
  • FIG. 37 is an explanatory view showing an image displayed in a gaming machine according to a modified example of the embodiments of the present invention.
  • a horse race is executed by use of a large-sized display 11 and a horse race model 12 and the player predicts a finish order of the racehorses at each gaming terminal. If the racehorses cross the finish line in the finish order as predicted, a payout (award) is provided.
  • Step S 101 a horse racing game controller 15 in a host server 14 receives a bet.
  • Step S 102 bet input processing is executed by the player at each gaming terminal and the bet data is transmitted to the horse racing game controller 15 .
  • Step S 103 the horse racing game controller 15 finds winning percentages of racehorses participating in a race and past race outcomes thereof by retrieving those from a data memory (memory) 16 .
  • the “racehorses” indicate simulated racehorses such as racehorses displayed as images on the large-sized display 11 or racehorse models provided on the horse race model 12 (see FIG. 2 ).
  • Step S 104 the horse racing game controller 15 determines odds for each of bet methods based on the winning percentage of racehorses each participating in the race.
  • Step S 105 the horse racing game controller 15 creates a paddock image of each racehorse participating in the race and displays the created paddock image on the large-sized display 11 .
  • a behavioral pattern of each racehorse in the paddock image is determined based on the past race outcome of the racehorse. For example, if a certain racehorse has a poor outcome in the past race, the horse racing game controller 15 creates a paddock image showing a depressed behavioral pattern of this racehorse and displays the paddock image thus created on the large-sized display 11 .
  • Step S 106 the horse racing game controller 15 determines whether or not preset bet reception time (for example, 30 seconds) has passed. Once the bet reception time has passed, the horse racing game controller 15 executes a race by the racehorses in Step S 107 . Specifically, the horse racing game controller 15 displays an image of the race on the large-sized display 11 and executes the same race on the horse race model 12 .
  • preset bet reception time for example, 30 seconds
  • each of gaming terminals 13 determines whether or not an outcome of the race corresponds to a finish order on which any bet is made. If the outcome corresponds to the finish order on which any bet is made, for example, if a bet is made on No. “5” for “bet to win” and the racehorse No. “5” crosses the finish line first, the gaming terminal 13 generates a payout corresponding to the odds.
  • Step S 109 each of the gaming terminals 13 provides an award corresponding to the generated payout. Thus, one race is finished and the processing moves on to a next race.
  • the player makes a bet at each of the gaming terminals when the player makes a bet at each of the gaming terminals, he/she can look at the paddock images of the racehorses participating in the race. Moreover, the paddock images to be displayed on the large-sized display 11 are created based on the past race outcomes. Thus, the player making a bet at each of the gaming terminals 13 can visually find the past race outcomes and can also make good use of the past race outcomes as information in predicting a finish order.
  • FIG. 2 is an external view of a gaming machine 10 according to a first embodiment of the present invention.
  • the gaming machine 10 includes: a large-sized display 11 for displaying images; speakers 19 provided at both ends of the large-sized display 11 to output sound effects; a horse race model 12 provided in front of the large-sized display 11 to execute a race by use of racehorse models; and a host server 14 which controls image display on the large-sized display 11 , operations of the horse race model 12 , and the like.
  • a plurality of gaming terminals 13 are provided at positions facing a front of the large-sized display 11 .
  • the large-sized display 11 displays images related to a race by a plurality of racehorses in execution of the race and also displays odds for each of bet methods (bet to win, quinella, trifecta and the like), paddock images of the racehorses participating in the race, training images thereof, past race images or the like before execution of the race.
  • the racehorse image displayed on the large-sized display 11 is an example of a simulated racehorse.
  • the horse race model 12 executes the same race as that displayed on the large-sized display 11 by operating the racehorse models on a model course. Specifically, when the race is executed, a situation of the race and an outcome thereof are displayed not only with images but also with three-dimensional models.
  • the racehorse model is an example of the simulated racehorse.
  • the gaming terminal 13 is a terminal where the player is seated to participate in repeatedly executed horse racing games.
  • FIG. 3 is a perspective view showing a detailed configuration of the gaming terminal 13 .
  • the gaming terminal 13 has a seat 64 for the player to be seated, a control box 65 provided to the right of the seat 64 and an arm 59 provided in a horizontal direction in front of the seat 64 .
  • the arm 59 is provided with: a main game display (small-sized display) 45 for displaying various images related to the horse racing game; and a sub game display 48 for displaying images related to a side game other than the horse racing game.
  • a main game display small-sized display
  • sub game display 48 for displaying images related to a side game other than the horse racing game.
  • speakers 51 is provided for outputting sound effects related to the images to be displayed on the main game display 45 .
  • a speaker 53 is provided for outputting sound effects related to the images to be displayed on the sub game display 48 .
  • the control box 65 is provided with: a coin storage box 61 for the player to insert coins into; an opening button 62 for opening a lid of the coin storage box 61 ; and a closing button 63 for closing the lid of the coin storage box 61 .
  • a coin storage box 61 for the player to insert coins into
  • an opening button 62 for opening a lid of the coin storage box 61
  • a closing button 63 for closing the lid of the coin storage box 61 .
  • a bill insertion slot 66 for the player to insert bills into; and a ticket printer 57 for printing out data on a payout.
  • lamps 54 formed of a number of LEDs and the like are provided.
  • the lamps 54 are lighted, flashed or operated otherwise to draw attentions of players playing at the gaming terminals 13 therearound.
  • FIG. 4 is a network connection diagram of the gaming machine 10 according to this embodiment. As shown in FIG. 4 , the host server 14 is connected to each of the gaming terminals 13 through a network 17 and a relay 18 .
  • the host server 14 includes: a horse racing game controller 15 which performs control of executing a horse racing game; and a data memory (memory) 16 which stores various data required to execute the horse racing game, such as past race outcomes of the racehorses and winning percentages of the racehorses.
  • a horse racing game controller 15 which performs control of executing a horse racing game
  • a data memory (memory) 16 which stores various data required to execute the horse racing game, such as past race outcomes of the racehorses and winning percentages of the racehorses.
  • FIG. 5 is a block diagram showing a detailed configuration of the horse racing game controller 15 .
  • the horse racing game controller 15 includes: a CPU (main controller) 21 which controls the entire horse racing game controller 15 ; a ROM 22 which stores a horse racing game program and a system program for executing the horse racing game program; a RAM 23 which writes and retrieves various data required to execute the horse racing game program; and a display control circuit 24 which generates and outputs image data to be displayed on the large-sized display 11 .
  • the display control circuit 24 includes: an image data ROM 26 which stores various image data such as background image data and racehorse image data; an image data processor 25 which creates new image data based on the various image data stored in the image data ROM 26 ; and a D/A converter 27 .
  • the horse racing game controller 15 further includes: a speaker controller 28 which generates sound data to be outputted by the speakers 19 provided on the large-sized display 11 ; and a model controller 29 which executes a race by the racehorse models run on the horse race model 12 .
  • the horse racing game controller 15 further includes: a random number generating circuit 30 which generates random numbers for determining a finish order of the racehorses to participate in each race in execution of the race or for determining the racehorses to participate in each race; a timer 32 used for counting bet reception time, and the like; and a communication interface 31 for communicating with each of the gaming terminals 13 through the network 17 .
  • the horse racing game controller 15 is connected to the data memory 16 and can retrieve the data stored in the data memory 16 , such as the past race outcomes of the racehorses and the winning percentages of the racehorses, from the data memory 16 . Moreover, the horse racing game controller 15 can also write data such as new race outcomes into the data memory 16 .
  • the gaming terminal 13 includes: a CPU (terminal controller) 41 which controls the entire gaming terminal 13 ; a ROM 42 which stores a system program for operating the gaming terminal 13 ; and a RAM 43 which writes and retrieves various data.
  • a CPU terminal controller
  • the gaming terminal 13 further includes: a liquid crystal driving circuit 44 which generates image data to be displayed on the main game display 45 and outputs the image data thus generated to the main game display 45 ; and a liquid crystal driving circuit 47 which generates image data to be displayed on the sub game display 48 and outputs the image data thus generated to the sub game display 48 .
  • the main game display (small-sized display) 45 is a display for displaying the images related to the horse racing game, and includes a touch panel 46 on a surface of a display screen. Accordingly, the player can input various information, such as a racehorse to bet on, the number of bets, a paddock image display request, a training image display request and a previous race display request, by touching the touch panel 46 .
  • the sub game display 48 is a display for displaying images related to a sub game other than the horse racing game, and includes a touch panel 49 on a surface of a display screen. Accordingly, the player can input various information related to execution of the sub game by touching the touch panel 49 .
  • the gaming terminal 13 further includes: a sound output circuit 50 which generates sound effects related to the images to be displayed on the main game display 45 ; a sound output circuit 52 which generates sound effects related to the images to be displayed on the sub game display 48 ; and the lamps 54 .
  • the sound effects generated by the sound output circuit 50 are outputted from the speakers 51
  • the sound effects generated by the sound output circuit 52 are outputted from the speaker 53 .
  • the gaming terminal 13 further includes: a coin sensor 55 for detecting the coins inserted into the coin storage box 61 shown in FIG. 3 ; a bill sensor 56 for detecting the bills inserted into the bill insertion slot 66 ; the ticket printer 57 for printing out data indicating the current number of credits; and a communication interface 58 for performing data communication with the host server 14 through the network 17 .
  • Step A 11 in FIG. 7 the horse racing game controller 15 starts execution of a horse racing game.
  • Step A 12 the horse racing game controller 15 determines racehorses to run in a current race.
  • the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30 , and sets the selected racehorses as the racehorses to run in the current race.
  • entry numbers “1” to “8” are assigned to the racehorses to run in the race.
  • the plurality of racehorses may be set to run in turn.
  • the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta.
  • the horse racing game controller 15 sets the odds based on winning percentage data on racehorses each, the data being stored in the data memory 16 . Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor.
  • the odds thus determined by the above processing are displayed on the large-sized display 11 , outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18 .
  • Step B 11 the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45 .
  • a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45 , for example, as shown in FIG. 28 .
  • odds for “bet to win” of “horse A” that is a horse running in a race are determined to be “ ⁇ 3.5” and odds for “bet to quinella” of “horse B” and “horse C” are determined to be “ ⁇ 8.0”.
  • the player can be informed of the odds by looking at the screen.
  • Step A 14 the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • Step B 12 the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45 . As shown in FIG. 28 , on the main game display 45 , a credit number display screen 81 , coin selection screens 82 a to 82 d , a bet number display screen 83 and a reset screen 84 are displayed, besides the bet screen described above.
  • the number of credits accumulated in the gaming terminal 13 is displayed.
  • a bet number is added by touching any of the coin selection screens 82 a to 82 d and displayed on the bet number display screen 83 .
  • a bet number “5” is added by touching the coin selection screen 82 b
  • a bet number “10” is added by touching the coin selection screen 82 c . Therefore, a desired bet number can be selected by touching any of the coin selection screens 82 a to 82 d .
  • a desired finish order combination on the bet screen is touched after the bet number is determined, a bet is made on this finish order combination. For example, if a position of “1-3” on the bet screen is touched when the bet number is set to “20”, 20 coins are bet on this finish order combination.
  • the reset screen 84 is used for canceling the credits once bet.
  • Step A 15 in FIG. 7 the horse racing game controller 15 starts counting elapsed time t with the timer 32 .
  • Step A 16 the horse racing game controller 15 executes processing of displaying on the large-sized display 11 a paddock image of each of the racehorses to run in the race. Detailed procedures of this processing will be described later.
  • Step A 17 the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A 18 shown in FIG. 8 .
  • preset specified time T for example, 30 seconds
  • Step B 13 the gaming terminal 13 determines whether or not a bet operation has been made by the player. When it is determined that the bet operation has been made by the player, the processing moves to Step B 14 .
  • Step B 14 the gaming terminal 13 allows execution of a side game.
  • the side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3 .
  • FIG. 29 is an explanatory view showing a roulette game that is an example of the side game.
  • FIG. 30 is an explanatory view showing a bet screen for the roulette game.
  • a roulette game 71 is a game played as follows. Specifically, a roulette wheel 73 is rotated relative to a frame body 72 and a ball 75 is inserted from a ball insertion opening 77 . Thereafter, a payout is determined according to a number of a number pocket 74 in which the ball 75 is housed.
  • a bet screen is displayed as shown in FIG. 30 .
  • a bet is made on an arbitrary number on the bet screen by touching the touch panel 49 .
  • an image of the roulette game shown in FIG. 29 is displayed and the roulette game is executed.
  • the number of the number pocket 74 having the ball 75 housed therein corresponds to the number on which the bet has been made on the bet screen by the player, a payout is generated and coins are provided as a payout.
  • the side game for example, the roulette game can be executed. Therefore, since the player who has finished the bet operation can play the side game while waiting for bet reception termination time, he/she never gets bored.
  • Step A 18 in FIG. 8 the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13 .
  • Step B 15 the gaming terminal 13 terminates the bet input. Thereafter, in Step B 16 , the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15 .
  • Step A 19 the horse racing game controller 15 executes a race by the racehorses. This processing will be described in detail later.
  • Step A 20 the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • Step A 21 the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11 .
  • payout data such as “bet to win” No. “5”, payout “ ⁇ 3.0”, quinella “2-5” and payout “ ⁇ 9.5”, is displayed on the large-sized display 11 . Furthermore, this payout data is transmitted to each of the gaming terminals 13 .
  • Step B 17 the gaming terminal 13 displays the payout on the main game display 45 .
  • the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • Step B 18 the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13 .
  • the gaming terminal 13 provides corresponding payout in Step B 19 . In this way, execution of one horse racing game is finished.
  • Step A 16 shown in FIG. 7 description will be given of details of the paddock image display processing in Step A 16 shown in FIG. 7 .
  • Step S 11 in FIG. 9 the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16 . Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • Step S 12 the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16 . Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • Step S 13 the horse racing game controller 15 creates paddock images based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof.
  • the paddock images are created with being classified into five levels of images for indicating conditions of the racehorse.
  • FIG. 12 is an explanatory view showing a paddock image creation and selection table. As shown in FIG. 12 , for example, when the winning percentage of the target racehorse is not less than 70% and the records thereof in the past ten races are determined to be “Good”, an image P 5 indicating the best condition among the five levels of images is selected. As an example of the image P 5 , for example, a racehorse H 3 walking lightly in a paddock is displayed as shown in FIG. 33 .
  • an image P 1 indicating the worst condition among the five levels of images is selected.
  • a nervous racehorse H 2 is displayed as shown in FIG. 32 .
  • an image P 3 indicating a moderate condition among the five levels of images is selected.
  • a racehorse H 1 walking normally in the paddock is displayed as shown in FIG. 31 .
  • images P 2 and P 4 although not shown, images indicating good or bad conditions of the target racehorse are set, respectively.
  • the images described above are created by processing by the image data processor 25 based on the background image data and the racehorse image data stored in the image data ROM 26 shown in FIG. 5 .
  • the image data processor 25 includes circuits such as a so-called sprite circuit, a screen circuit and a palette circuit, and has functions of performing various kinds of processing for displaying images on the large-sized display 11 .
  • the image data processor 25 uses this function to create the five levels of images P 1 to P 5 indicating the conditions of the racehorse as described above.
  • Step S 14 in FIG. 9 the horse racing game controller 15 displays the paddock images created in Step S 13 on the large-sized display 11 .
  • the paddock images of the racehorses to run in the race are displayed on the large-sized display 11 .
  • the paddock images displayed on the large-sized display 11 are images reflecting the outcomes of the past ten races of each of the racehorses.
  • the player can be notified how each of the racehorses did in the past races with the behavior of the racehorse in the paddock image.
  • FIG. 10 is a flowchart showing processing procedures as a modified example of the paddock image display processing shown in FIG. 9 .
  • Step S 31 the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16 . Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • Step S 32 the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16 . Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • Step S 33 the horse racing game controller 15 selects a paddock image previously stored in the image data ROM 26 (see FIG. 5 ) based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof. Specifically, a plurality of kinds of images, such as the images P 1 to P 5 shown in FIG. 12 , are stored in the image data ROM 26 , and the horse racing game controller 15 selects a desired image.
  • Step S 34 the horse racing game controller 15 displays the paddock image selected in Step S 33 on the large-sized display 11 .
  • a plurality of patterns of paddock image data are stored in the image data ROM 26 . Thereafter, a desired image is selected from the plurality of patterns of paddock image data and displayed on the large-sized display 11 . Therefore, compared with the paddock image display processing shown in FIG. 9 , an operational load for creating images can be reduced.
  • Step S 51 the horse racing game controller 15 determines a finish order in the current race based on the random number generated by the random number generating circuit 30 .
  • the finish order in the currently executed race for example, a rank order from first to eighth is determined.
  • Step S 52 the horse racing game controller 15 sets an effect pattern for image display based on the finish order of the racehorses, which is determined in the processing of Step S 51 . Specifically, based on the background image data, the racehorse image data and the like stored in the image data ROM 26 , the image data processor 25 creates effect images of each of the racehorses from start to goal.
  • Step S 53 the horse racing game controller 15 displays an image indicating the progress of the race on the large-sized display 11 based on the effect images created in Step S 52 .
  • Step S 54 the model controller 29 controls operations of the racehorse models based on the effect images created in Step S 52 .
  • behaviors of the respective racehorses displayed on the large-sized display 11 coincide with those of the racehorse models running in the horse race model 12 .
  • Step S 55 the horse racing game controller 15 determines whether or not all the racehorses have reached the goal. When all the racehorses have reached the goal, this processing is terminated.
  • paddock images of the racehorses participating in the race are displayed on the large-sized display 11 .
  • the player can make use of the paddock images thus displayed in predicting the finish order of the racehorses.
  • the horse race is executed by using both of the large-sized display 11 and the horse race model 12 .
  • the present invention is not limited thereto.
  • the race may be displayed by using any one of the large-sized display 11 and the horse race model 12 .
  • FIGS. 13 and 14 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the second embodiment.
  • Step A 31 in FIG. 13 the horse racing game controller 15 starts execution of a horse racing game.
  • Step A 32 the horse racing game controller 15 determines racehorses to run in a current race.
  • the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30 , and sets the selected racehorses as the racehorses to run in the current race.
  • entry numbers “1” to “8” are assigned to the racehorses to run in the race.
  • the plurality of racehorses may be set to run in turn.
  • Step A 33 the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta.
  • the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16 . Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor.
  • the odds thus determined by the above processing are displayed on the large-sized display 11 , outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18 .
  • Step B 31 the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45 .
  • a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45 , for example, as shown in FIG. 28 .
  • Step A 34 the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • Step B 32 the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45 .
  • Step A 35 the horse racing game controller 15 starts counting elapsed time t with the timer 32 .
  • Step B 33 the gaming terminal 13 determines whether or not the player has been made a bet operation. When it is determined that the player has made the bet operation, the processing moves to Step B 34 .
  • Step B 34 the gaming terminal 13 allows execution of a side game.
  • the side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3 .
  • the side game is, for example, the roulette game described above, or the like.
  • Step B 35 when the player has made a paddock image display request, the gaming terminal 13 transmits a paddock image display request signal to the horse racing game controller 15 . Specifically, the player can request display of a paddock image of an arbitrary racehorse by touching an input screen for a paddock image display request (not shown) displayed on the main game display 45 .
  • Step A 36 upon receipt of the paddock image display request signal, the horse racing game controller 15 creates a paddock image of the racehorse for which the display request has been made. For example, when a paddock image display request is made for the racehorse “horse A” from the gaming terminal 13 , a paddock image of the racehorse “horse A” is created. This processing is the same as those shown in FIGS. 9 and 10 described above.
  • Step A 37 the horse racing game controller 15 transmits the paddock image created by the processing in Step A 36 to the gaming terminal 13 which has transmitted the display request signal.
  • Step B 36 the gaming terminal 13 which has outputted the paddock image transmission request signal receives the paddock image data transmitted by the horse racing game controller 15 and displays the paddock image on the main game display 45 .
  • the player who plays at the gaming terminal 13 can look at the paddock image of the racehorse he/she desires on the main game display 45 provided in the gaming terminal 13 .
  • Step A 38 the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A 39 shown in FIG. 14 .
  • preset specified time T for example, 30 seconds
  • Step A 39 the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13 .
  • Step B 37 the gaming terminal 13 terminates the bet input. Thereafter, in Step B 38 , the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15 .
  • Step A 40 the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • Step A 41 the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • Step A 42 the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11 . Moreover, this payout data is transmitted to each of the gaming terminals 13 .
  • Step B 39 the gaming terminal 13 displays the payout on the main game display 45 .
  • the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • Step B 40 the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13 .
  • the gaming terminal 13 provides corresponding payout in Step B 41 .
  • execution of one horse racing game is finished.
  • the paddock image for which the display request has been made by the gaming terminal 13 is created by the horse racing game controller 15 . Thereafter, the created paddock image is transmitted to the gaming terminal 13 and displayed on the main game display 45 in the gaming terminal 13 . Therefore, the player who plays at each of the gaming terminals 13 can look at the paddock image by selectively displaying, on the main game display 45 , the paddock image of the racehorse on which he/she has made a bet.
  • FIGS. 15 and 16 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the third embodiment.
  • Step A 51 in FIG. 15 the horse racing game controller 15 starts execution of a horse racing game.
  • Step A 52 the horse racing game controller 15 determines racehorses to run in a current race.
  • the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30 , and sets the selected racehorses as the racehorses to run in the current race.
  • entry numbers “1” to “8” are assigned to the racehorses to run in the race.
  • the plurality of racehorses may be set to run in turn.
  • Step A 53 the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta.
  • the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16 . Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor.
  • the odds determined by the above processing are displayed on the large-sized display 11 , outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18 .
  • Step B 51 the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45 .
  • a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45 , for example, as shown in FIG. 28 .
  • Step A 54 the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • Step B 52 the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45 .
  • Step A 55 the horse racing game controller 15 starts counting elapsed time t with the timer 32 .
  • Step A 56 the horse racing game controller 15 executes processing of displaying on the large-sized display 11 a training image of each of the racehorses to run in the race. Detailed procedures of this processing will be described later.
  • Step A 57 the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A 58 shown in FIG. 16 .
  • preset specified time T for example, 30 seconds
  • Step B 53 the gaming terminal 13 determines whether or not the player has made a bet operation.
  • the processing moves to Step B 54 .
  • Step B 14 the gaming terminal 13 allows execution of a side game.
  • the side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3 .
  • the side game is, for example, a roulette game or the like.
  • Step A 58 shown in FIG. 16 the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13 .
  • Step B 55 the gaming terminal 13 terminates the bet input. Thereafter, in Step B 56 , the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15 .
  • Step A 59 the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • Step A 60 the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • Step A 61 the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11 . Moreover, this payout data is transmitted to each of the gaming terminals 13 .
  • Step B 57 the gaming terminal 13 displays the payout on the main game display 45 .
  • the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • Step B 58 the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13 .
  • the gaming terminal 13 provides corresponding payout in Step B 59 .
  • execution of one horse racing game is finished.
  • Step A 56 shown in FIG. 15 description will be given of details of the training image display processing in Step A 56 shown in FIG. 15 .
  • Step S 71 in FIG. 17 the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16 . Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • Step S 72 the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16 . Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • Step S 73 the horse racing game controller 15 creates training images based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof.
  • the training images are created with being classified into five levels of images for indicating conditions of the racehorse.
  • FIG. 19 is an explanatory view showing a training image creation and selection table. As shown in FIG. 19 , for example, when the winning percentage of the target racehorse is not less than 70% and the records thereof in the past ten races are determined to be “Good”, an image Q 5 indicating the best condition among the five levels of images is selected. As an example of the image Q 5 , for example, a racehorse H 4 running lightly is displayed as shown in FIG. 34 .
  • an image Q 1 indicating the worst condition among the five levels of images is selected.
  • a racehorse H 5 running without animation (cheerlessly) is displayed as shown in FIG. 35 .
  • images Q 2 , Q 3 and Q 4 are set, which are different from each other in the conditions of the racehorse.
  • the images described above are processed and created by the image data processor 25 based on the background image data and the racehorse image data stored in the image data ROM 26 shown in FIG. 5 .
  • the image data processor 25 includes circuits such as a so-called sprite circuit, a screen circuit and a palette circuit, and has a function of performing various kinds of processing for displaying images on the large-sized display 11 .
  • the image data processor 25 uses this function to create the five levels of images Q 1 to Q 5 indicating training of the racehorse as described above.
  • Step S 74 in FIG. 17 the horse racing game controller 15 displays the training images created in Step S 13 on the large-sized display 11 .
  • the training images of the respective racehorses to run in the race are displayed on the large-sized display 11 .
  • the training images displayed on the large-sized display 11 are images reflecting the outcomes of the past ten races of each of the racehorses.
  • the player can be notified how each of the racehorses did in the past races by the behavior of the racehorse in the training image.
  • FIG. 18 is a flowchart showing processing procedures as a modified example of the training image display processing shown in FIG. 17 .
  • Step S 91 the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16 . Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • Step S 92 the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16 . Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • Step S 93 the horse racing game controller 15 selects a training image previously stored in the image data ROM 26 (see FIG. 5 ) based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof. Specifically, a plurality of kinds of images, such as the images Q 1 to Q 5 shown in FIG. 19 , are stored in the image data ROM 26 , and the horse racing game controller 15 selects a desired image.
  • Step S 94 the horse racing game controller 15 displays the training image selected in Step S 93 on the large-sized display 11 .
  • a plurality of patterns of training image data are stored in the image data ROM 26 . Thereafter, a desired image is selected from the plurality of patterns of training image data and displayed on the large-sized display 11 . Therefore, compared with the training image display processing shown in FIG. 17 , an operational load for creating images can be reduced.
  • FIGS. 20 and 21 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the fourth embodiment.
  • Step A 71 in FIG. 20 the horse racing game controller 15 starts execution of a horse racing game.
  • Step A 72 the horse racing game controller 15 determines racehorses to run in a current race.
  • the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30 , and sets the selected racehorses as the racehorses to run in the current race.
  • entry numbers “1” to “8” are assigned to the racehorses to run in the race.
  • the plurality of racehorses may be set to run in turn.
  • Step A 73 the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta.
  • the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16 . Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor.
  • the odds determined by the above processing are displayed on the large-sized display 11 , outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18 .
  • Step B 71 the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45 .
  • a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45 , for example, as shown in FIG. 28 .
  • Step A 74 the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • Step B 72 the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45 .
  • Step A 75 the horse racing game controller 15 starts counting elapsed time t with the timer 32 .
  • Step B 73 the gaming terminal 13 determines whether or not the player has made a bet operation.
  • the processing moves to Step B 74 .
  • Step B 74 the gaming terminal 13 allows execution of a side game.
  • the side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3 .
  • the side game is, for example, the roulette game described above, or the like.
  • Step B 75 when the player makes a training image display request, the gaming terminal 13 transmits a training image display request signal to the horse racing game controller 15 . Specifically, the player can request display of a training image of an arbitrary racehorse by touching an input screen for a training image display request (not shown) displayed on the main game display 45 .
  • Step A 76 upon receipt of the training image display request signal, the horse racing game controller 15 creates a training image of the racehorse for which the display request has been made. For example, when a training image display request is made for the racehorse “horse A” from the gaming terminal 13 , a training image of the racehorse “horse A” is created. This processing is the same as those shown in FIGS. 17 and 18 described above.
  • Step A 77 the horse racing game controller 15 transmits the training image created by the processing in Step A 76 to the gaming terminal 13 which has transmitted the display request signal.
  • Step B 76 the gaming terminal 13 which has outputted the training image transmission request signal receives the training image data transmitted by the horse racing game controller 15 and displays the training image on the main game display 45 .
  • the player who plays at the gaming terminal 13 can look at the training image of the racehorse he/she desires on the main game display 45 provided in the gaming terminal 13 .
  • Step A 78 the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A 79 shown in FIG. 21 .
  • preset specified time T for example, 30 seconds
  • Step A 79 the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13 .
  • Step B 77 the gaming terminal 13 terminates the bet input. Thereafter, in Step B 78 , the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15 .
  • Step A 80 the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • Step A 81 the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • Step A 82 the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11 . Moreover, this payout data is transmitted to each of the gaming terminals 13 .
  • Step B 79 the gaming terminal 13 displays the payout on the main game display 45 .
  • the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • Step B 80 the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13 .
  • the gaming terminal 13 provides corresponding payout in Step B 81 .
  • execution of one horse racing game is finished.
  • the training image for which the display request has been made by the gaming terminal 13 is created by the horse racing game controller 15 . Thereafter, the created training image is transmitted to the gaming terminal 13 and displayed on the main game display 45 in the gaming terminal 13 . Therefore, the player who plays at each of the gaming terminals 13 can look at the training image by selectively displaying, on the main game display 45 , the training image of the racehorse on which he/she has made a bet.
  • FIGS. 22 and 23 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the fifth embodiment.
  • Step A 91 in FIG. 22 the horse racing game controller 15 starts execution of a horse racing game.
  • Step A 92 the horse racing game controller 15 determines racehorses to run in a current race.
  • the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30 , and sets the selected racehorses as the racehorses to run in the current race.
  • entry numbers “1” to “8” are assigned to the racehorses to run in the race.
  • the plurality of racehorses may be set to run in turn.
  • Step A 93 the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta.
  • the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16 . Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor.
  • the odds determined by the above processing are displayed on the large-sized display 11 , outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18 .
  • Step B 91 the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45 .
  • a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45 , for example, as shown in FIG. 28 .
  • Step A 94 the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • Step B 92 the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45 .
  • Step A 95 the horse racing game controller 15 starts counting elapsed time t with the timer 32 .
  • Step A 96 the horse racing game controller 15 executes processing of displaying on the large-sized display 11 a previous race image of each of the racehorses to run in the race. Detailed procedures of this processing will be described later.
  • Step A 97 the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A 98 shown in FIG. 23 .
  • preset specified time T for example, 30 seconds
  • Step B 93 the gaming terminal 13 determines whether or not the player has made a bet operation.
  • the processing moves to Step B 94 .
  • Step B 94 the gaming terminal 13 allows execution of a side game.
  • the side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3 .
  • the side game is, for example, a roulette game or the like.
  • Step A 98 shown in FIG. 23 the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13 .
  • Step B 95 the gaming terminal 13 terminates the bet input. Thereafter, in Step B 96 , the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15 .
  • Step A 99 the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • Step A 100 the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • Step A 101 the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11 . Moreover, this payout data is transmitted to each of the gaming terminals 13 .
  • Step B 97 the gaming terminal 13 displays the payout on the main game display 45 .
  • the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • Step B 98 the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13 .
  • the gaming terminal 13 provides corresponding payout in Step B 99 .
  • execution of one horse racing game is finished.
  • Step A 96 shown in FIG. 22 description will be given of details of the previous race image display processing in Step A 96 shown in FIG. 22 .
  • Step S 111 in FIG. 24 the horse racing game controller 15 retrieves previous race data on a target racehorse from the data memory 16 .
  • Step S 112 the horse racing game controller 15 displays a previous race image of the target racehorse on the large-sized display 11 .
  • a previous race image of a target racehorse H 6 is displayed and an arrow for indicating the racehorse H 6 is also displayed.
  • the previous race image of each of the racehorses to run in the race is displayed on the large-sized display 11 . Therefore, the player can be notified how the target racehorse did in the previous race.
  • FIGS. 25 and 26 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the sixth embodiment.
  • Step A 111 in FIG. 25 the horse racing game controller 15 starts execution of a horse racing game.
  • Step A 112 the horse racing game controller 15 determines racehorses to run in a current race.
  • the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30 , and sets the selected racehorses as the racehorses to run in the current race.
  • entry numbers “1” to “8” are assigned to the racehorses to run in the race.
  • the plurality of racehorses may be set to run in turn.
  • the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta.
  • the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16 . Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor.
  • the odds determined by the above processing are displayed on the large-sized display 11 , outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18 .
  • Step B 111 the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45 .
  • a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45 , for example, as shown in FIG. 28 .
  • Step A 114 the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • Step B 112 the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45 .
  • Step A 115 the horse racing game controller 15 starts counting elapsed time t with the timer 32 .
  • Step B 113 the gaming terminal 13 determines whether or not the player has made a bet operation.
  • the processing moves to Step B 114 .
  • Step B 114 the gaming terminal 13 allows execution of a side game.
  • the side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3 .
  • the side game is, for example, the roulette game described above, or the like.
  • Step B 115 when the player makes a previous race image display request, the gaming terminal 13 transmits a previous race image display request signal to the horse racing game controller 15 . Specifically, the player can request display of a previous race image of an arbitrary racehorse by touching an input screen for a previous race image display request (not shown) displayed on the main game display 45 .
  • Step A 116 upon receipt of the previous race image display request signal, the horse racing game controller 15 creates a previous race image of the racehorse for which the display request has been made. For example, when a previous race image display request is made for the racehorse “horse A” from the gaming terminal 13 , a previous race image of the racehorse “horse A” is created. This processing is the same as that shown in FIG. 24 described above.
  • Step A 117 the horse racing game controller 15 transmits the previous race image created by the processing in Step A 116 to the gaming terminal 13 which has transmitted the display request signal.
  • Step B 116 the gaming terminal 13 which has outputted the previous race image transmission request signal receives the previous race image data transmitted by the horse racing game controller 15 and displays the previous race image on the main game display 45 .
  • the player who plays at the gaming terminal 13 can look at the previous race image of the racehorse he/she desires on the main game display 45 provided in the gaming terminal 13 .
  • Step A 118 the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A 119 shown in FIG. 26 .
  • preset specified time T for example, 30 seconds
  • Step A 119 the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13 .
  • Step B 117 the gaming terminal 13 terminates the bet input. Thereafter, in Step B 118 , the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15 .
  • Step A 120 the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • Step A 121 the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • Step A 122 the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11 . Moreover, this payout data is transmitted to each of the gaming terminals 13 .
  • Step B 119 the gaming terminal 13 displays the payout on the main game display 45 .
  • the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • Step B 120 the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13 .
  • the gaming terminal 13 provides corresponding payout in Step B 121 .
  • execution of one horse racing game is finished.
  • the previous race image for which the display request has been made by the gaming terminal 13 is created by the horse racing game controller 15 . Thereafter, the created previous race image is transmitted to the gaming terminal 13 and displayed on the main game display 45 in the gaming terminal 13 . Therefore, the player who plays at each of the gaming terminals 13 can look at the previous race image by selectively displaying, on the main game display 45 , the previous race image of the racehorse on which he/she has made a bet.
  • the paddock images, the training images or the previous race images of the racehorses are displayed before the start of the current race.
  • the player can make use of those images in making a prediction about the current race by looking at the images.
  • the embodiments described above are very useful for recognizing the current conditions of the racehorses when a player participates in the horse racing game.
  • the gaming machine 10 of the present invention has been described above with reference to the illustrated embodiments, the present invention is not limited thereto.
  • the configurations of the components can be replaced by arbitrary configurations having similar functions.
  • each of the gaming terminals 13 includes the two displays including the main game display 45 and the sub-game display 48 , as shown in FIG. 3 .
  • the present invention is not limited thereto but can be applied to the case where a gaming terminal 13 a includes only a main game display 45 as shown in FIG. 27 . In this case, no side game can be executed at each of the gaming terminals 13 a.

Abstract

Before execution of a current race, paddock images or training images of racehorses participating in the race are set, based on past race outcomes of the racehorses, so as to have positive impressions if past race outcomes are good and to have negative impressions if the past race outcomes are bad. The set paddock images or training images are displayed on a large-sized display or a main game display provided in a gaming terminal.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2007-215813, filed on Aug. 22, 2007, the entire contents of which are incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine for executing a horse racing game, and a controlling method thereof.
  • 2. Description of the Related Art
  • As to gaming machines for executing racing games, such as a horse racing game, the following patent documents are known.
  • U.S. Patent Application Publication No. 6210275 describes betting by use of bet methods such as quinella, perfecta, trifecta and superfecta. U.S. Patent Application Publication Nos. 6358150 and 6450887 describe determining payouts by use of a plurality of horse racing game machines connected to each other through a network and betting based on previous races.
  • Japanese Patent Application Publication No. 2001-087461 describes nurturing of characters participating in a game by a player himself/herself. Japanese Patent No. 3291287 describes integration of odds among a plurality of horse racing game machines connected to each other online. Japanese Patent No. 3366308 describes calculation of odds based on a target payout rate and a winning percentage as well as correction of the odds thus calculated.
  • U.S. Patent Application Publication No. 6921331 describes execution of a racing game such as a horse racing game through a network. Japanese Patent Application Publication Nos. 2002-085852 and 2002-035429 describe playing a nurturing-type horse racing game in a wide area through a network.
  • U.S. Patent Application Publication No. 7025353 describes a horse racing board game. U.S. Patent Application Publication No. 7172508 describes executing a sports game and making a bet on an outcome of the game.
  • However, none of the above patent documents mentions notifying information in an easily recognizable manner for a player to predict in execution of a horse racing game.
  • SUMMARY OF THE INVENTION
  • The present invention was made to solve the problems as described above. It is an object of the present invention to provide a gaming machine capable of notifying useful information in an easily recognizable manner for a player to predict in execution of a horse racing game, and also to provide a controlling method thereof.
  • A first aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; and a controller configured to set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on a past race outcome of the racehorse before execution of a current race, and display any one of the paddock image and the training image including the set behavioral pattern on any one of the large-sized display and a small-sized display provided in each of the gaming terminals.
  • According to the first aspect of the present invention, paddock images or training images of racehorses participating in a current race are displayed and the paddock images or the training images are controlled so as to have behavioral patterns reflecting an outcome of a previous race. Thus, the player can make use of the paddock images or the training images in making a prediction about the current race by looking at the images.
  • The controller may be configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
  • According to the above configuration, the behavioral pattern of the paddock image or the training image is set by taking into consideration a winning percentage set for each of the racehorses in addition to the past race outcome. Therefore, the player can make use of the winning percentage of each of the racehorses and the behavioral pattern reflecting the past race outcome in making a prediction about the current race.
  • The controller may be configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
  • According to the above configuration, the paddock image or the training image is displayed in such a manner that the worse the past race outcome is, the more negative impressions the behavioral pattern of the paddock image or the training image gives. Thus, the player can easily determine whether conditions of each of the racehorses are good or bad by looking at the behavioral pattern of the paddock image or the training image.
  • A second aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a main controller including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and a terminal controller configured to control images to be displayed on the small-sized display, wherein the main controller is configured to set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on the past race outcome of the racehorse before execution of a current race, the past race outcome of the racehorse being stored in the memory, and display any one of the paddock image and the training image including the set behavioral pattern on the large-sized display.
  • According to the second aspect of the present invention, paddock images or training images of the racehorses participating in the current race are displayed on the large-sized display, and each of the racehorses displayed is controlled so as to have a behavioral pattern reflecting the past race outcome of each of the racehorses, the outcome being stored in the memory. Therefore, the player can make use of the paddock images or the training images displayed on the large-sized display in making a prediction about the current race by looking at the images.
  • The main controller may be configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
  • According to the above configuration, the behavioral pattern of the paddock image or the training image is set by taking into consideration a winning percentage set for each of the racehorses in addition to the past race outcome stored in the memory. Therefore, the player can make use of the winning percentage of each of the racehorses and the behavioral pattern reflecting the past race outcome in making a prediction about the current race.
  • The main controller may be configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
  • According to the above configuration, the paddock image or the training image is displayed in such a manner that the worse the past race outcome stored in the memory is, the more negative impressions the behavioral pattern of the paddock image or the training image gives. Thus, the player can easily determine whether conditions of each of the racehorses are good or bad by looking at the behavioral pattern of the paddock image or the training image displayed on the large-sized display.
  • A third aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a main controller configured including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and a terminal controller being connected to the main controller and being configured to control images to be displayed on the small-sized display, wherein the terminal controller is configured to set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on the past race outcome of the racehorse before execution of a current race, the past race outcome of the racehorse being stored in the memory, and display any one of the paddock image and the training image including the set behavioral pattern on the small-sized display.
  • According to the third aspect of the present invention, paddock images or training images of the racehorses participating in the current race are displayed on the small-sized display provided in each of the gaming terminals. Moreover, each of the racehorses displayed is controlled so as to have a behavioral pattern reflecting the past race outcome of each of the racehorses, the outcome being stored in the memory. Therefore, the player can make use of the paddock images or the training images displayed on the small-sized display in making a prediction about the current race by looking at the images.
  • The terminal controller may be configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
  • According to the above configuration, the behavioral pattern of the paddock image or the training image is set by taking into consideration a winning percentage set for each of the racehorses in addition to the past race outcome stored in the memory. Therefore, the player can make use of the winning percentage of each of the racehorses and the behavioral pattern reflecting the past race outcome in making a prediction about the current race.
  • The terminal controller may be configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
  • According to the above configuration, the paddock image or the training image is displayed in such a manner that the worse the past race outcome stored in the memory is, the more negative impressions the behavioral pattern of the paddock image or the training image gives. Thus, the player can easily determine whether conditions of each of the racehorses are good or bad by looking at the behavioral pattern of the paddock image or the training image displayed on the small-sized display.
  • The terminal controller may be configured to display, on the small-sized display, any one of the paddock image and the training image of a racehorse for which a bet is made at the gaming terminal of the terminal controller.
  • According to the above configuration, the paddock image or the training image of the racehorse on which the player has made a bet is displayed on the small-sized display of this player. Thus, each player can look at the paddock image or the training image of the racehorse in which he/she is interested.
  • A fourth aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; and a controller configured to display a previous race image of at least one of the racehorses on any one of the large-sized display and a small-sized display provided in the gaming terminal before execution of a current race.
  • According to the fourth aspect of the present invention, the previous race image of each of the racehorses participating in the current race is displayed. Thus, the player can make use of the previous race outcome of each of the racehorses in making a prediction about the current race.
  • A fifth aspect of the present invention is a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising: a large-sized display configured to display the race by the racehorses; a main controller including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display; a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and a terminal controller being connected to the main controller and being configured to control images to be displayed on the small-sized display, wherein the terminal controller is configured to display a previous race image of at least one of the racehorses on the small-sized display based on the past race outcome of the racehorse before execution of a current race, the past race outcome of the racehorse being stored in the memory.
  • According to the fifth aspect of the present invention, the previous race image of each of the racehorses participating in the current race is displayed on the small-sized display provided in each of the gaming terminals. Thus, the player can make use of the previous race outcome of each of the racehorses displayed on the small-sized display in making a prediction about the current race.
  • The terminal controller may be configured to display, on the small-sized display, a previous race image of a racehorse for which a bet is made at the gaming terminal of the terminal controller.
  • According to the above configuration, the previous race image of the racehorse on which the player has made a bet is displayed on the small-sized display. Thus, each player can look at the previous race outcome of the racehorse in which he/she is interested.
  • A sixth aspect of the present invention is a method for controlling a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the method comprising: setting, by a controller, a behavioral pattern of at least one of the racehorses in any one of a paddock image and a training image based on a past race outcome of the racehorse before execution of a current race; displaying, by the controller, any one of the paddock image and the training image including the set behavioral pattern on any one of a large-sized display and a small-sized display included in each of a plurality of gaming terminals provided around the large-sized display; receiving, by the controller, a bet input made by a player on a prediction of a finish order of the racehorses at the gaming terminal; displaying, by the controller, the current race on the large-sized display; and providing, by the controller, an award for the prediction of the finish order on which the bet input is made at the gaming terminal, according to an outcome of the current race.
  • According to the sixth aspect of the present invention, paddock images or training images of the racehorses participating in a current race are displayed before start of the current race. Moreover, the paddock images or the training images are controlled so as to have behavioral patterns reflecting previous race outcomes. Therefore, the player can make use of the paddock images or the training images in making a prediction about the current race by looking at the images.
  • A seventh aspect of the present invention is a method for controlling a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the method comprising: displaying, by a controller, a previous race image of at least one of the racehorses on any one of a large-sized display and a small-sized display included in each of a plurality of gaming terminals provided around the large-sized display; receiving, by the controller, a bet input made by the player on a prediction of a finish order of the racehorses at the gaming terminal; displaying, by the controller, the current race on the large-sized display; and providing, by the controller, an award for the prediction of the finish order on which the bet input is made at the gaming terminal, according to an outcome of the current race.
  • According to the seventh aspect of the present invention, previous race images of the racehorses participating in a current race are displayed before start of the current race. Therefore, the player can make use of the previous race images in making a prediction about the current race by looking at the images.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a flowchart schematically showing procedures of processing executed by a gaming machine according to a first embodiment of the present invention.
  • FIG. 2 is a perspective view showing an entire configuration of the gaming machine according to the first embodiment of the present invention.
  • FIG. 3 is a perspective view showing a configuration of a gaming terminal provided in the gaming machine according to the first embodiment of the present invention.
  • FIG. 4 is a network connection diagram of the gaming machine according to the first embodiment of the present invention.
  • FIG. 5 is a block diagram showing a control circuit of a horse racing game controller provided in the gaming machine according to the first embodiment of the present invention.
  • FIG. 6 is a block diagram showing a control circuit of a gaming terminal provided in the gaming machine according to the first embodiment of the present invention.
  • FIG. 7 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 8 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 9 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 10 is a flowchart showing processing operations of a gaming machine according to a modified example of the first embodiment of the present invention.
  • FIG. 11 is a flowchart showing processing operations of the gaming machine according to the first embodiment of the present invention.
  • FIG. 12 is an explanatory view showing a paddock image creation and selection table used in the gaming machine according to the first embodiment of the present invention.
  • FIG. 13 is a flowchart showing processing operations of a gaming machine according to a second embodiment of the present invention.
  • FIG. 14 is a flowchart showing processing operations of the gaming machine according to the second embodiment of the present invention.
  • FIG. 15 is a flowchart showing processing operations of a gaming machine according to a third embodiment of the present invention.
  • FIG. 16 is a flowchart showing processing operations of the gaming machine according to the third embodiment of the present invention.
  • FIG. 17 is a flowchart showing processing operations of the gaming machine according to the third embodiment of the present invention.
  • FIG. 18 is a flowchart showing processing operations of the gaming machine according to the third embodiment of the present invention.
  • FIG. 19 is an explanatory view showing a training image creation and selection table used in the gaming machine according to the third embodiment of the present invention.
  • FIG. 20 is a flowchart showing processing operations of a gaming machine according to a fourth embodiment of the present invention.
  • FIG. 21 is a flowchart showing processing operations of the gaming machine according to the fourth embodiment of the present invention.
  • FIG. 22 is a flowchart showing processing operations of a gaming machine according to a fifth embodiment of the present invention.
  • FIG. 23 is a flowchart showing processing operations of the gaming machine according to the fifth embodiment of the present invention.
  • FIG. 24 is a flowchart showing processing operations of the gaming machine according to the fifth embodiment of the present invention.
  • FIG. 25 is a flowchart showing processing operations of a gaming machine according to a sixth embodiment of the present invention.
  • FIG. 26 is a flowchart showing processing operations of the gaming machine according to the sixth embodiment of the present invention.
  • FIG. 27 is a perspective view showing another configuration of a gaming terminal provided in a gaming machine according to a modified example of the embodiments of the present invention.
  • FIG. 28 is an explanatory view showing an example of a bet screen displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 29 is an explanatory view showing a roulette game executed as a side game in the gaming machine according to the first embodiment of the present invention.
  • FIG. 30 is an explanatory view showing a bet screen for the roulette game executed as the side game in the gaming machine according to the first embodiment of the present invention.
  • FIG. 31 is an explanatory view showing an image displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 32 is an explanatory view showing an image displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 33 is an explanatory view showing an image displayed in the gaming machine according to the first embodiment of the present invention.
  • FIG. 34 is an explanatory view showing an image displayed in the gaming machine according to the third embodiment of the present invention.
  • FIG. 35 is an explanatory view showing an image displayed in the gaming machine according to the third embodiment of the present invention.
  • FIG. 36 is an explanatory view showing an image displayed in the gaming machine according to the fifth embodiment of the present invention.
  • FIG. 37 is an explanatory view showing an image displayed in a gaming machine according to a modified example of the embodiments of the present invention.
  • DETAILED DESCRIPTION OF THE EMBODIMENTS
  • With reference to the drawings, embodiments of the present invention will be described below. According to the embodiments of the present invention, current conditions of racehorses to run in a horse racing game are notified to a player by displaying images created in the following way. Such images of Paddock images, training (breaking) images or images of a previous race outcome are created based on winning percentages of the racehorses to run in the horse racing game and past race outcomes. In a gaming machine 10 according to the embodiments of the present invention, a horse race is executed by use of a large-sized display 11 and a horse race model 12 and the player predicts a finish order of the racehorses at each gaming terminal. If the racehorses cross the finish line in the finish order as predicted, a payout (award) is provided.
  • First Embodiment
  • As shown in FIG. 1, in Step S101, a horse racing game controller 15 in a host server 14 receives a bet. In Step S102, bet input processing is executed by the player at each gaming terminal and the bet data is transmitted to the horse racing game controller 15.
  • In Step S103, the horse racing game controller 15 finds winning percentages of racehorses participating in a race and past race outcomes thereof by retrieving those from a data memory (memory) 16. Here, the “racehorses” indicate simulated racehorses such as racehorses displayed as images on the large-sized display 11 or racehorse models provided on the horse race model 12 (see FIG. 2).
  • In Step S104, the horse racing game controller 15 determines odds for each of bet methods based on the winning percentage of racehorses each participating in the race.
  • In Step S105, the horse racing game controller 15 creates a paddock image of each racehorse participating in the race and displays the created paddock image on the large-sized display 11. In this event, a behavioral pattern of each racehorse in the paddock image is determined based on the past race outcome of the racehorse. For example, if a certain racehorse has a poor outcome in the past race, the horse racing game controller 15 creates a paddock image showing a depressed behavioral pattern of this racehorse and displays the paddock image thus created on the large-sized display 11.
  • In Step S106, the horse racing game controller 15 determines whether or not preset bet reception time (for example, 30 seconds) has passed. Once the bet reception time has passed, the horse racing game controller 15 executes a race by the racehorses in Step S107. Specifically, the horse racing game controller 15 displays an image of the race on the large-sized display 11 and executes the same race on the horse race model 12.
  • In Step S108, each of gaming terminals 13 determines whether or not an outcome of the race corresponds to a finish order on which any bet is made. If the outcome corresponds to the finish order on which any bet is made, for example, if a bet is made on No. “5” for “bet to win” and the racehorse No. “5” crosses the finish line first, the gaming terminal 13 generates a payout corresponding to the odds.
  • In Step S109, each of the gaming terminals 13 provides an award corresponding to the generated payout. Thus, one race is finished and the processing moves on to a next race.
  • As described above, in the gaming machine 10 according to the embodiment of the present invention, when the player makes a bet at each of the gaming terminals, he/she can look at the paddock images of the racehorses participating in the race. Moreover, the paddock images to be displayed on the large-sized display 11 are created based on the past race outcomes. Thus, the player making a bet at each of the gaming terminals 13 can visually find the past race outcomes and can also make good use of the past race outcomes as information in predicting a finish order.
  • The embodiment of the present invention will be described in detail below. FIG. 2 is an external view of a gaming machine 10 according to a first embodiment of the present invention. As shown in FIG. 2, the gaming machine 10 according to this embodiment includes: a large-sized display 11 for displaying images; speakers 19 provided at both ends of the large-sized display 11 to output sound effects; a horse race model 12 provided in front of the large-sized display 11 to execute a race by use of racehorse models; and a host server 14 which controls image display on the large-sized display 11, operations of the horse race model 12, and the like. Furthermore, a plurality of gaming terminals 13 are provided at positions facing a front of the large-sized display 11.
  • The large-sized display 11 displays images related to a race by a plurality of racehorses in execution of the race and also displays odds for each of bet methods (bet to win, quinella, trifecta and the like), paddock images of the racehorses participating in the race, training images thereof, past race images or the like before execution of the race. Here, the racehorse image displayed on the large-sized display 11 is an example of a simulated racehorse.
  • The horse race model 12 executes the same race as that displayed on the large-sized display 11 by operating the racehorse models on a model course. Specifically, when the race is executed, a situation of the race and an outcome thereof are displayed not only with images but also with three-dimensional models. Here, the racehorse model is an example of the simulated racehorse.
  • The gaming terminal 13 is a terminal where the player is seated to participate in repeatedly executed horse racing games. FIG. 3 is a perspective view showing a detailed configuration of the gaming terminal 13. As shown in FIG. 3, the gaming terminal 13 has a seat 64 for the player to be seated, a control box 65 provided to the right of the seat 64 and an arm 59 provided in a horizontal direction in front of the seat 64.
  • The arm 59 is provided with: a main game display (small-sized display) 45 for displaying various images related to the horse racing game; and a sub game display 48 for displaying images related to a side game other than the horse racing game. To the right and left of the main game display 45, speakers 51 is provided for outputting sound effects related to the images to be displayed on the main game display 45. To the right of the sub game display 48, a speaker 53 is provided for outputting sound effects related to the images to be displayed on the sub game display 48.
  • The control box 65 is provided with: a coin storage box 61 for the player to insert coins into; an opening button 62 for opening a lid of the coin storage box 61; and a closing button 63 for closing the lid of the coin storage box 61. Thus, the player can insert coins into the coin storage box 61.
  • In front of the coin storage box 61, provided are: a bill insertion slot 66 for the player to insert bills into; and a ticket printer 57 for printing out data on a payout.
  • In a side portion of the control box 65 and the arm 59, lamps 54 formed of a number of LEDs and the like are provided. When a payout is generated for a prediction made about a finish order of a race at the gaming terminal 13, the lamps 54 are lighted, flashed or operated otherwise to draw attentions of players playing at the gaming terminals 13 therearound.
  • FIG. 4 is a network connection diagram of the gaming machine 10 according to this embodiment. As shown in FIG. 4, the host server 14 is connected to each of the gaming terminals 13 through a network 17 and a relay 18.
  • The host server 14 includes: a horse racing game controller 15 which performs control of executing a horse racing game; and a data memory (memory) 16 which stores various data required to execute the horse racing game, such as past race outcomes of the racehorses and winning percentages of the racehorses.
  • Next, a configuration of the horse racing game controller 15 will be described. FIG. 5 is a block diagram showing a detailed configuration of the horse racing game controller 15. As shown in FIG. 5, the horse racing game controller 15 includes: a CPU (main controller) 21 which controls the entire horse racing game controller 15; a ROM 22 which stores a horse racing game program and a system program for executing the horse racing game program; a RAM 23 which writes and retrieves various data required to execute the horse racing game program; and a display control circuit 24 which generates and outputs image data to be displayed on the large-sized display 11.
  • The display control circuit 24 includes: an image data ROM 26 which stores various image data such as background image data and racehorse image data; an image data processor 25 which creates new image data based on the various image data stored in the image data ROM 26; and a D/A converter 27.
  • The horse racing game controller 15 further includes: a speaker controller 28 which generates sound data to be outputted by the speakers 19 provided on the large-sized display 11; and a model controller 29 which executes a race by the racehorse models run on the horse race model 12.
  • The horse racing game controller 15 further includes: a random number generating circuit 30 which generates random numbers for determining a finish order of the racehorses to participate in each race in execution of the race or for determining the racehorses to participate in each race; a timer 32 used for counting bet reception time, and the like; and a communication interface 31 for communicating with each of the gaming terminals 13 through the network 17.
  • The horse racing game controller 15 is connected to the data memory 16 and can retrieve the data stored in the data memory 16, such as the past race outcomes of the racehorses and the winning percentages of the racehorses, from the data memory 16. Moreover, the horse racing game controller 15 can also write data such as new race outcomes into the data memory 16.
  • Next, with reference to a block diagram shown in FIG. 6, a configuration of each of the gaming terminals 13 will be described. The gaming terminal 13 includes: a CPU (terminal controller) 41 which controls the entire gaming terminal 13; a ROM 42 which stores a system program for operating the gaming terminal 13; and a RAM 43 which writes and retrieves various data.
  • The gaming terminal 13 further includes: a liquid crystal driving circuit 44 which generates image data to be displayed on the main game display 45 and outputs the image data thus generated to the main game display 45; and a liquid crystal driving circuit 47 which generates image data to be displayed on the sub game display 48 and outputs the image data thus generated to the sub game display 48.
  • As described above, the main game display (small-sized display) 45 is a display for displaying the images related to the horse racing game, and includes a touch panel 46 on a surface of a display screen. Accordingly, the player can input various information, such as a racehorse to bet on, the number of bets, a paddock image display request, a training image display request and a previous race display request, by touching the touch panel 46.
  • The sub game display 48 is a display for displaying images related to a sub game other than the horse racing game, and includes a touch panel 49 on a surface of a display screen. Accordingly, the player can input various information related to execution of the sub game by touching the touch panel 49.
  • The gaming terminal 13 further includes: a sound output circuit 50 which generates sound effects related to the images to be displayed on the main game display 45; a sound output circuit 52 which generates sound effects related to the images to be displayed on the sub game display 48; and the lamps 54. The sound effects generated by the sound output circuit 50 are outputted from the speakers 51, and the sound effects generated by the sound output circuit 52 are outputted from the speaker 53.
  • The gaming terminal 13 further includes: a coin sensor 55 for detecting the coins inserted into the coin storage box 61 shown in FIG. 3; a bill sensor 56 for detecting the bills inserted into the bill insertion slot 66; the ticket printer 57 for printing out data indicating the current number of credits; and a communication interface 58 for performing data communication with the host server 14 through the network 17.
  • Next, with reference to flowcharts shown in FIGS. 7 and 8, description will be given of operations of the gaming machine 10 according to the first embodiment of the present invention.
  • First, in Step A11 in FIG. 7, the horse racing game controller 15 starts execution of a horse racing game.
  • In Step A12, the horse racing game controller 15 determines racehorses to run in a current race. In this step, the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30, and sets the selected racehorses as the racehorses to run in the current race. In this event, entry numbers “1” to “8” are assigned to the racehorses to run in the race. Moreover, as a method for determining the racehorses to run, the plurality of racehorses may be set to run in turn.
  • In Step A13, the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta. In this event, the horse racing game controller 15 sets the odds based on winning percentage data on racehorses each, the data being stored in the data memory 16. Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor. The odds thus determined by the above processing are displayed on the large-sized display 11, outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18.
  • In Step B11, the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45. As a result, a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45, for example, as shown in FIG. 28. In FIG. 28, for example, odds for “bet to win” of “horse A” that is a horse running in a race are determined to be “×3.5” and odds for “bet to quinella” of “horse B” and “horse C” are determined to be “×8.0”. The player can be informed of the odds by looking at the screen.
  • In Step A14, the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • In Step B12, the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45. As shown in FIG. 28, on the main game display 45, a credit number display screen 81, coin selection screens 82 a to 82 d, a bet number display screen 83 and a reset screen 84 are displayed, besides the bet screen described above.
  • On the credit number display screen 81, the number of credits accumulated in the gaming terminal 13 is displayed. Moreover, a bet number is added by touching any of the coin selection screens 82 a to 82 d and displayed on the bet number display screen 83. For example, a bet number “5” is added by touching the coin selection screen 82 b, and a bet number “10” is added by touching the coin selection screen 82 c. Therefore, a desired bet number can be selected by touching any of the coin selection screens 82 a to 82 d. When a desired finish order combination on the bet screen is touched after the bet number is determined, a bet is made on this finish order combination. For example, if a position of “1-3” on the bet screen is touched when the bet number is set to “20”, 20 coins are bet on this finish order combination. Moreover, the reset screen 84 is used for canceling the credits once bet.
  • Next, in Step A15 in FIG. 7, the horse racing game controller 15 starts counting elapsed time t with the timer 32.
  • In Step A16, the horse racing game controller 15 executes processing of displaying on the large-sized display 11 a paddock image of each of the racehorses to run in the race. Detailed procedures of this processing will be described later.
  • In Step A17, the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A18 shown in FIG. 8.
  • In Step B13, the gaming terminal 13 determines whether or not a bet operation has been made by the player. When it is determined that the bet operation has been made by the player, the processing moves to Step B14.
  • In Step B14, the gaming terminal 13 allows execution of a side game. The side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3.
  • FIG. 29 is an explanatory view showing a roulette game that is an example of the side game. FIG. 30 is an explanatory view showing a bet screen for the roulette game. As shown in FIG. 29, a roulette game 71 is a game played as follows. Specifically, a roulette wheel 73 is rotated relative to a frame body 72 and a ball 75 is inserted from a ball insertion opening 77. Thereafter, a payout is determined according to a number of a number pocket 74 in which the ball 75 is housed.
  • On the sub-game display 48 in the gaming terminal 13, a bet screen is displayed as shown in FIG. 30. A bet is made on an arbitrary number on the bet screen by touching the touch panel 49. Thereafter, an image of the roulette game shown in FIG. 29 is displayed and the roulette game is executed. Subsequently, if the number of the number pocket 74 having the ball 75 housed therein corresponds to the number on which the bet has been made on the bet screen by the player, a payout is generated and coins are provided as a payout. As described above, when a bet is made on the horse racing game at the gaming terminal 13, the side game, for example, the roulette game can be executed. Therefore, since the player who has finished the bet operation can play the side game while waiting for bet reception termination time, he/she never gets bored.
  • Next, in Step A18 in FIG. 8, the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13.
  • In Step B15, the gaming terminal 13 terminates the bet input. Thereafter, in Step B16, the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15.
  • In Step A19, the horse racing game controller 15 executes a race by the racehorses. This processing will be described in detail later.
  • In Step A20, the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • In Step A21, the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11. For example, payout data, such as “bet to win” No. “5”, payout “×3.0”, quinella “2-5” and payout “×9.5”, is displayed on the large-sized display 11. Furthermore, this payout data is transmitted to each of the gaming terminals 13.
  • In Step B17, the gaming terminal 13 displays the payout on the main game display 45. Thus, the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • In Step B18, the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13. When any payout is generated, the gaming terminal 13 provides corresponding payout in Step B19. In this way, execution of one horse racing game is finished.
  • Next, with reference to a flowchart shown in FIG. 9, description will be given of details of the paddock image display processing in Step A16 shown in FIG. 7.
  • In Step S11 in FIG. 9, the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16. Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • In Step S12, the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16. Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • In Step S13, the horse racing game controller 15 creates paddock images based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof. The paddock images are created with being classified into five levels of images for indicating conditions of the racehorse. FIG. 12 is an explanatory view showing a paddock image creation and selection table. As shown in FIG. 12, for example, when the winning percentage of the target racehorse is not less than 70% and the records thereof in the past ten races are determined to be “Good”, an image P5 indicating the best condition among the five levels of images is selected. As an example of the image P5, for example, a racehorse H3 walking lightly in a paddock is displayed as shown in FIG. 33.
  • Moreover, for example, when the winning percentage of the target racehorse is not more than 50% and the records thereof in the past ten races are determined to be “Bad”, an image P1 indicating the worst condition among the five levels of images is selected. As an example of the image P1, for example, a nervous racehorse H2 is displayed as shown in FIG. 32.
  • Furthermore, for example, when the winning percentage of the target racehorse is 50 to 70% and the records thereof in the past ten races are determined to be “Moderate”, an image P3 indicating a moderate condition among the five levels of images is selected. As an example of the image P3, for example, a racehorse H1 walking normally in the paddock is displayed as shown in FIG. 31. Moreover, as images P2 and P4, although not shown, images indicating good or bad conditions of the target racehorse are set, respectively.
  • The images described above are created by processing by the image data processor 25 based on the background image data and the racehorse image data stored in the image data ROM 26 shown in FIG. 5. Specifically, the image data processor 25 includes circuits such as a so-called sprite circuit, a screen circuit and a palette circuit, and has functions of performing various kinds of processing for displaying images on the large-sized display 11. Thus, the image data processor 25 uses this function to create the five levels of images P1 to P5 indicating the conditions of the racehorse as described above.
  • Next, in Step S14 in FIG. 9, the horse racing game controller 15 displays the paddock images created in Step S13 on the large-sized display 11.
  • Thus, the paddock images of the racehorses to run in the race are displayed on the large-sized display 11. In this event, the paddock images displayed on the large-sized display 11 are images reflecting the outcomes of the past ten races of each of the racehorses. Thus, the player can be notified how each of the racehorses did in the past races with the behavior of the racehorse in the paddock image.
  • FIG. 10 is a flowchart showing processing procedures as a modified example of the paddock image display processing shown in FIG. 9.
  • First, in Step S31, the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16. Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • In Step S32, the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16. Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • In Step S33, the horse racing game controller 15 selects a paddock image previously stored in the image data ROM 26 (see FIG. 5) based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof. Specifically, a plurality of kinds of images, such as the images P1 to P5 shown in FIG. 12, are stored in the image data ROM 26, and the horse racing game controller 15 selects a desired image.
  • Next, in Step S34, the horse racing game controller 15 displays the paddock image selected in Step S33 on the large-sized display 11.
  • As described above, in the paddock image display processing shown in FIG. 10, a plurality of patterns of paddock image data are stored in the image data ROM 26. Thereafter, a desired image is selected from the plurality of patterns of paddock image data and displayed on the large-sized display 11. Therefore, compared with the paddock image display processing shown in FIG. 9, an operational load for creating images can be reduced.
  • Next, with reference to a flowchart shown in FIG. 11, description will be given of the race execution processing in Step A19 shown in FIG. 8.
  • In Step S51, the horse racing game controller 15 determines a finish order in the current race based on the random number generated by the random number generating circuit 30. At this point, the finish order in the currently executed race, for example, a rank order from first to eighth is determined.
  • In Step S52, the horse racing game controller 15 sets an effect pattern for image display based on the finish order of the racehorses, which is determined in the processing of Step S51. Specifically, based on the background image data, the racehorse image data and the like stored in the image data ROM 26, the image data processor 25 creates effect images of each of the racehorses from start to goal.
  • In Step S53, the horse racing game controller 15 displays an image indicating the progress of the race on the large-sized display 11 based on the effect images created in Step S52.
  • In Step S54, the model controller 29 controls operations of the racehorse models based on the effect images created in Step S52. Thus, behaviors of the respective racehorses displayed on the large-sized display 11 coincide with those of the racehorse models running in the horse race model 12.
  • In Step S55, the horse racing game controller 15 determines whether or not all the racehorses have reached the goal. When all the racehorses have reached the goal, this processing is terminated.
  • As described above, in the gaming machine 10 according to the first embodiment of the present invention, once a player makes a bet at each of the gaming terminals 13, paddock images of the racehorses participating in the race are displayed on the large-sized display 11. Thus, the player can make use of the paddock images thus displayed in predicting the finish order of the racehorses.
  • Note that, in the first embodiment described above, the description was given of the case where the horse race is executed by using both of the large-sized display 11 and the horse race model 12. However, the present invention is not limited thereto. The race may be displayed by using any one of the large-sized display 11 and the horse race model 12.
  • Second Embodiment
  • Next, description will be given of a gaming machine 10 according to a second embodiment of the present invention. The gaming machine of this embodiment can have the same configuration as that of the first embodiment except for those particularly described below. The same goes for third to sixth embodiments. FIGS. 13 and 14 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the second embodiment.
  • First, in Step A31 in FIG. 13, the horse racing game controller 15 starts execution of a horse racing game.
  • In Step A32, the horse racing game controller 15 determines racehorses to run in a current race. In this step, the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30, and sets the selected racehorses as the racehorses to run in the current race. In this event, entry numbers “1” to “8” are assigned to the racehorses to run in the race. Moreover, as a method for determining the racehorses to run, the plurality of racehorses may be set to run in turn.
  • In Step A33, the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta. In this event, the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16. Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor. The odds thus determined by the above processing are displayed on the large-sized display 11, outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18.
  • In Step B31, the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45. As a result, a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45, for example, as shown in FIG. 28.
  • In Step A34, the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • In Step B32, the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45.
  • In Step A35, the horse racing game controller 15 starts counting elapsed time t with the timer 32.
  • Meanwhile, in Step B33, the gaming terminal 13 determines whether or not the player has been made a bet operation. When it is determined that the player has made the bet operation, the processing moves to Step B34.
  • In Step B34, the gaming terminal 13 allows execution of a side game. The side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3. The side game is, for example, the roulette game described above, or the like.
  • In Step B35, when the player has made a paddock image display request, the gaming terminal 13 transmits a paddock image display request signal to the horse racing game controller 15. Specifically, the player can request display of a paddock image of an arbitrary racehorse by touching an input screen for a paddock image display request (not shown) displayed on the main game display 45.
  • In Step A36, upon receipt of the paddock image display request signal, the horse racing game controller 15 creates a paddock image of the racehorse for which the display request has been made. For example, when a paddock image display request is made for the racehorse “horse A” from the gaming terminal 13, a paddock image of the racehorse “horse A” is created. This processing is the same as those shown in FIGS. 9 and 10 described above.
  • In Step A37, the horse racing game controller 15 transmits the paddock image created by the processing in Step A36 to the gaming terminal 13 which has transmitted the display request signal.
  • In Step B36, the gaming terminal 13 which has outputted the paddock image transmission request signal receives the paddock image data transmitted by the horse racing game controller 15 and displays the paddock image on the main game display 45. Thus, the player who plays at the gaming terminal 13 can look at the paddock image of the racehorse he/she desires on the main game display 45 provided in the gaming terminal 13.
  • In Step A38, the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A39 shown in FIG. 14.
  • In Step A39, the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13.
  • In Step B37, the gaming terminal 13 terminates the bet input. Thereafter, in Step B38, the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15.
  • In Step A40, the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • In Step A41, the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • In Step A42, the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11. Moreover, this payout data is transmitted to each of the gaming terminals 13.
  • In Step B39, the gaming terminal 13 displays the payout on the main game display 45. Thus, the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • In Step B40, the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13. When any payout is generated, the gaming terminal 13 provides corresponding payout in Step B41. Thus, execution of one horse racing game is finished.
  • As described above, in the gaming machine 10 according to the second embodiment, the paddock image for which the display request has been made by the gaming terminal 13 is created by the horse racing game controller 15. Thereafter, the created paddock image is transmitted to the gaming terminal 13 and displayed on the main game display 45 in the gaming terminal 13. Therefore, the player who plays at each of the gaming terminals 13 can look at the paddock image by selectively displaying, on the main game display 45, the paddock image of the racehorse on which he/she has made a bet.
  • Third Embodiment
  • Next, description will be given of a gaming machine 10 according to a third embodiment of the present invention. FIGS. 15 and 16 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the third embodiment.
  • In Step A51 in FIG. 15, the horse racing game controller 15 starts execution of a horse racing game.
  • In Step A52, the horse racing game controller 15 determines racehorses to run in a current race. In this step, the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30, and sets the selected racehorses as the racehorses to run in the current race. In this event, entry numbers “1” to “8” are assigned to the racehorses to run in the race. Moreover, as a method for determining the racehorses to run, the plurality of racehorses may be set to run in turn.
  • In Step A53, the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta. In this event, the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16. Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor. The odds determined by the above processing are displayed on the large-sized display 11, outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18.
  • In Step B51, the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45. As a result, a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45, for example, as shown in FIG. 28.
  • In Step A54, the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • In Step B52, the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45.
  • In Step A55, the horse racing game controller 15 starts counting elapsed time t with the timer 32.
  • In Step A56, the horse racing game controller 15 executes processing of displaying on the large-sized display 11 a training image of each of the racehorses to run in the race. Detailed procedures of this processing will be described later.
  • In Step A57, the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A58 shown in FIG. 16.
  • In Step B53, the gaming terminal 13 determines whether or not the player has made a bet operation. When the gaming terminal 13 determines that the player has made the bet operation, the processing moves to Step B54.
  • In Step B14, the gaming terminal 13 allows execution of a side game. The side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3. The side game is, for example, a roulette game or the like.
  • Next, in Step A58 shown in FIG. 16, the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13.
  • In Step B55, the gaming terminal 13 terminates the bet input. Thereafter, in Step B56, the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15.
  • In Step A59, the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • In Step A60, the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • In Step A61, the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11. Moreover, this payout data is transmitted to each of the gaming terminals 13.
  • In Step B57, the gaming terminal 13 displays the payout on the main game display 45. Thus, the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • In Step B58, the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13. When any payout is generated, the gaming terminal 13 provides corresponding payout in Step B59. Thus, execution of one horse racing game is finished.
  • Next, with reference to a flowchart shown in FIG. 17, description will be given of details of the training image display processing in Step A56 shown in FIG. 15.
  • In Step S71 in FIG. 17, the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16. Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • In Step S72, the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16. Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • In Step S73, the horse racing game controller 15 creates training images based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof. The training images are created with being classified into five levels of images for indicating conditions of the racehorse. FIG. 19 is an explanatory view showing a training image creation and selection table. As shown in FIG. 19, for example, when the winning percentage of the target racehorse is not less than 70% and the records thereof in the past ten races are determined to be “Good”, an image Q5 indicating the best condition among the five levels of images is selected. As an example of the image Q5, for example, a racehorse H4 running lightly is displayed as shown in FIG. 34.
  • Moreover, for example, when the winning percentage of the target racehorse is not more than 50% and the records thereof in the past ten races are determined to be “Bad”, an image Q1 indicating the worst condition among the five levels of images is selected. As an example of the image Q1, for example, a racehorse H5 running without animation (cheerlessly) is displayed as shown in FIG. 35. Furthermore, although not shown, images Q2, Q3 and Q4 are set, which are different from each other in the conditions of the racehorse.
  • The images described above are processed and created by the image data processor 25 based on the background image data and the racehorse image data stored in the image data ROM 26 shown in FIG. 5. Specifically, the image data processor 25 includes circuits such as a so-called sprite circuit, a screen circuit and a palette circuit, and has a function of performing various kinds of processing for displaying images on the large-sized display 11. Thus, the image data processor 25 uses this function to create the five levels of images Q1 to Q5 indicating training of the racehorse as described above.
  • Next, in Step S74 in FIG. 17, the horse racing game controller 15 displays the training images created in Step S13 on the large-sized display 11.
  • Thus, the training images of the respective racehorses to run in the race are displayed on the large-sized display 11. In this event, the training images displayed on the large-sized display 11 are images reflecting the outcomes of the past ten races of each of the racehorses. Thus, the player can be notified how each of the racehorses did in the past races by the behavior of the racehorse in the training image.
  • FIG. 18 is a flowchart showing processing procedures as a modified example of the training image display processing shown in FIG. 17.
  • First, in Step S91, the horse racing game controller 15 retrieves a winning percentage of a target racehorse from the data memory 16. Thereafter, the horse racing game controller 15 finds whether the winning percentage of the target racehorse is not more than 50%, 50 to 70% or not less than 70%.
  • In Step S92, the horse racing game controller 15 retrieves outcomes of past ten races of the target racehorse from the data memory 16. Thereafter, previous records of the target racehorse are classified into three levels: “Good”, “Moderate” and “Bad”.
  • In Step S93, the horse racing game controller 15 selects a training image previously stored in the image data ROM 26 (see FIG. 5) based on the winning percentage of the target racehorse and the outcomes of the past ten races thereof. Specifically, a plurality of kinds of images, such as the images Q1 to Q5 shown in FIG. 19, are stored in the image data ROM 26, and the horse racing game controller 15 selects a desired image.
  • Next, in Step S94, the horse racing game controller 15 displays the training image selected in Step S93 on the large-sized display 11.
  • As described above, in the training image display processing shown in FIG. 18, a plurality of patterns of training image data are stored in the image data ROM 26. Thereafter, a desired image is selected from the plurality of patterns of training image data and displayed on the large-sized display 11. Therefore, compared with the training image display processing shown in FIG. 17, an operational load for creating images can be reduced.
  • Fourth Embodiment
  • Next, description will be given of a gaming machine 10 according to a fourth embodiment of the present invention. FIGS. 20 and 21 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the fourth embodiment.
  • First, in Step A71 in FIG. 20, the horse racing game controller 15 starts execution of a horse racing game.
  • In Step A72, the horse racing game controller 15 determines racehorses to run in a current race. In this step, the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30, and sets the selected racehorses as the racehorses to run in the current race. In this event, entry numbers “1” to “8” are assigned to the racehorses to run in the race. Moreover, as a method for determining the racehorses to run, the plurality of racehorses may be set to run in turn.
  • In Step A73, the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta. In this event, the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16. Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor. The odds determined by the above processing are displayed on the large-sized display 11, outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18.
  • In Step B71, the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45. As a result, a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45, for example, as shown in FIG. 28.
  • In Step A74, the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • In Step B72, the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45.
  • In Step A75, the horse racing game controller 15 starts counting elapsed time t with the timer 32.
  • Meanwhile, in Step B73, the gaming terminal 13 determines whether or not the player has made a bet operation. When the gaming terminal 13 determines that the player has made the bet operation, the processing moves to Step B74.
  • In Step B74, the gaming terminal 13 allows execution of a side game. The side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3. The side game is, for example, the roulette game described above, or the like.
  • In Step B75, when the player makes a training image display request, the gaming terminal 13 transmits a training image display request signal to the horse racing game controller 15. Specifically, the player can request display of a training image of an arbitrary racehorse by touching an input screen for a training image display request (not shown) displayed on the main game display 45.
  • In Step A76, upon receipt of the training image display request signal, the horse racing game controller 15 creates a training image of the racehorse for which the display request has been made. For example, when a training image display request is made for the racehorse “horse A” from the gaming terminal 13, a training image of the racehorse “horse A” is created. This processing is the same as those shown in FIGS. 17 and 18 described above.
  • In Step A77, the horse racing game controller 15 transmits the training image created by the processing in Step A76 to the gaming terminal 13 which has transmitted the display request signal.
  • In Step B76, the gaming terminal 13 which has outputted the training image transmission request signal receives the training image data transmitted by the horse racing game controller 15 and displays the training image on the main game display 45. Thus, the player who plays at the gaming terminal 13 can look at the training image of the racehorse he/she desires on the main game display 45 provided in the gaming terminal 13.
  • Next, in Step A78, the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A79 shown in FIG. 21.
  • In Step A79, the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13.
  • In Step B77, the gaming terminal 13 terminates the bet input. Thereafter, in Step B78, the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15.
  • In Step A80, the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • In Step A81, the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • In Step A82, the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11. Moreover, this payout data is transmitted to each of the gaming terminals 13.
  • In Step B79, the gaming terminal 13 displays the payout on the main game display 45. Thus, the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • In Step B80, the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13. When any payout is generated, the gaming terminal 13 provides corresponding payout in Step B81. Thus, execution of one horse racing game is finished.
  • As described above, in the gaming machine 10 according to the fourth embodiment, the training image for which the display request has been made by the gaming terminal 13 is created by the horse racing game controller 15. Thereafter, the created training image is transmitted to the gaming terminal 13 and displayed on the main game display 45 in the gaming terminal 13. Therefore, the player who plays at each of the gaming terminals 13 can look at the training image by selectively displaying, on the main game display 45, the training image of the racehorse on which he/she has made a bet.
  • Fifth Embodiment
  • Next, description will be given of a gaming machine 10 according to a fifth embodiment of the present invention. FIGS. 22 and 23 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the fifth embodiment.
  • First, in Step A91 in FIG. 22, the horse racing game controller 15 starts execution of a horse racing game.
  • In Step A92, the horse racing game controller 15 determines racehorses to run in a current race. In this step, the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30, and sets the selected racehorses as the racehorses to run in the current race. In this event, entry numbers “1” to “8” are assigned to the racehorses to run in the race. Moreover, as a method for determining the racehorses to run, the plurality of racehorses may be set to run in turn.
  • In Step A93, the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta. In this event, the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16. Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor. The odds determined by the above processing are displayed on the large-sized display 11, outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18.
  • In Step B91, the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45. As a result, a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45, for example, as shown in FIG. 28.
  • In Step A94, the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • In Step B92, the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45.
  • In Step A95, the horse racing game controller 15 starts counting elapsed time t with the timer 32.
  • In Step A96, the horse racing game controller 15 executes processing of displaying on the large-sized display 11 a previous race image of each of the racehorses to run in the race. Detailed procedures of this processing will be described later.
  • In Step A97, the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A98 shown in FIG. 23.
  • In Step B93, the gaming terminal 13 determines whether or not the player has made a bet operation. When the gaming terminal 13 determines that the player has made the bet operation, the processing moves to Step B94.
  • In Step B94, the gaming terminal 13 allows execution of a side game. The side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3. The side game is, for example, a roulette game or the like.
  • Next, in Step A98 shown in FIG. 23, the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13.
  • In Step B95, the gaming terminal 13 terminates the bet input. Thereafter, in Step B96, the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15.
  • In Step A99, the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • In Step A100, the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • In Step A101, the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11. Moreover, this payout data is transmitted to each of the gaming terminals 13.
  • In Step B97, the gaming terminal 13 displays the payout on the main game display 45. Thus, the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • In Step B98, the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13. When any payout is generated, the gaming terminal 13 provides corresponding payout in Step B99. Thus, execution of one horse racing game is finished.
  • Next, with reference to a flowchart shown in FIG. 24, description will be given of details of the previous race image display processing in Step A96 shown in FIG. 22.
  • In Step S111 in FIG. 24, the horse racing game controller 15 retrieves previous race data on a target racehorse from the data memory 16.
  • In Step S112, the horse racing game controller 15 displays a previous race image of the target racehorse on the large-sized display 11. As a result, for example, as shown in FIG. 36, a previous race image of a target racehorse H6 is displayed and an arrow for indicating the racehorse H6 is also displayed.
  • Thus, the previous race image of each of the racehorses to run in the race is displayed on the large-sized display 11. Therefore, the player can be notified how the target racehorse did in the previous race.
  • Sixth Embodiment
  • Next, description will be given of a gaming machine 10 according to a sixth embodiment of the present invention. FIGS. 25 and 26 are flowcharts showing procedures of processing performed by the gaming machine 10 according to the sixth embodiment.
  • First, in Step A111 in FIG. 25, the horse racing game controller 15 starts execution of a horse racing game.
  • In Step A112, the horse racing game controller 15 determines racehorses to run in a current race. In this step, the horse racing game controller 15 randomly selects a predetermined number (for example, 8) of racehorses from a plurality of racehorses stored in the data memory 16 based on the random number generated by the random number generating circuit 30, and sets the selected racehorses as the racehorses to run in the current race. In this event, entry numbers “1” to “8” are assigned to the racehorses to run in the race. Moreover, as a method for determining the racehorses to run, the plurality of racehorses may be set to run in turn.
  • In Step A113, the horse racing game controller 15 executes processing of determining odds for each of bet methods such as bet to win, quinella and trifecta. In this event, the horse racing game controller 15 sets the odds based on winning percentage data on each of the racehorses, the data being stored in the data memory 16. Therefore, odds for a finish order prediction including the racehorse having a high winning percentage are set to a low multiplication factor, and odds for a finish order prediction including the racehorse having a low winning percentage are set to a high multiplication factor. The odds determined by the above processing are displayed on the large-sized display 11, outputted through the communication interface 31 and transmitted to each of the gaming terminals 13 through the network 17 and the relay 18.
  • In Step B111, the gaming terminal 13 receives the odds data transmitted from the horse racing game controller 15 and displays the odds on the main game display 45. As a result, a bet screen for “bet to win” and “bet to quinella” are displayed on the main game display 45, for example, as shown in FIG. 28.
  • In Step A114, the horse racing game controller 15 starts receiving bets for each of the bet methods in the current race.
  • In Step B112, the gaming terminal 13 starts bet input. Specifically, a bet can be made on a predicted finish order combination by operating the touch panel 46 while looking at the odds displayed on the bet screen displayed on the main game display 45.
  • In Step A115, the horse racing game controller 15 starts counting elapsed time t with the timer 32.
  • Meanwhile, in Step B113, the gaming terminal 13 determines whether or not the player has made a bet operation. When the gaming terminal 13 determines that the player has made the bet operation, the processing moves to Step B114.
  • In Step B114, the gaming terminal 13 allows execution of a side game. The side game is a game different from the horse racing game and executed on the sub-game display 48 shown in FIG. 3. The side game is, for example, the roulette game described above, or the like.
  • In Step B115, when the player makes a previous race image display request, the gaming terminal 13 transmits a previous race image display request signal to the horse racing game controller 15. Specifically, the player can request display of a previous race image of an arbitrary racehorse by touching an input screen for a previous race image display request (not shown) displayed on the main game display 45.
  • In Step A116, upon receipt of the previous race image display request signal, the horse racing game controller 15 creates a previous race image of the racehorse for which the display request has been made. For example, when a previous race image display request is made for the racehorse “horse A” from the gaming terminal 13, a previous race image of the racehorse “horse A” is created. This processing is the same as that shown in FIG. 24 described above.
  • In Step A117, the horse racing game controller 15 transmits the previous race image created by the processing in Step A116 to the gaming terminal 13 which has transmitted the display request signal.
  • In Step B116, the gaming terminal 13 which has outputted the previous race image transmission request signal receives the previous race image data transmitted by the horse racing game controller 15 and displays the previous race image on the main game display 45. Thus, the player who plays at the gaming terminal 13 can look at the previous race image of the racehorse he/she desires on the main game display 45 provided in the gaming terminal 13.
  • Next, in Step A118, the horse racing game controller 15 determines whether or not the elapsed time t counted by the timer 32 has reached preset specified time T (for example, 30 seconds). When the elapsed time t has reached the specified time T, the processing moves to Step A119 shown in FIG. 26.
  • In Step A119, the horse racing game controller 15 terminates the bet reception. Specifically, when the specified time T has passed since the start of the bet reception, the bet reception is terminated and a signal indicating the bet reception termination is transmitted to each of the gaming terminals 13.
  • In Step B117, the gaming terminal 13 terminates the bet input. Thereafter, in Step B118, the gaming terminal 13 transmits data on the bets made at the gaming terminal 13 to the horse racing game controller 15.
  • In Step A120, the horse racing game controller 15 executes a race by the racehorses. This processing is the same as that shown in FIG. 11 described above.
  • In Step A121, the horse racing game controller 15 determines a finish order of the racehorses as a result of the execution of the race.
  • In Step A122, the horse racing game controller 15 calculates a payout based on the determined finish order and displays the calculated payout on the large-sized display 11. Moreover, this payout data is transmitted to each of the gaming terminals 13.
  • In Step B119, the gaming terminal 13 displays the payout on the main game display 45. Thus, the player participating in the horse racing game at each of the gaming terminals 13 can be informed of the payout for the current race.
  • In Step B120, the gaming terminal 13 determines whether or not any payout is generated at the gaming terminal 13. When any payout is generated, the gaming terminal 13 provides corresponding payout in Step B121. Thus, execution of one horse racing game is finished.
  • As described above, in the gaming machine 10 according to the sixth embodiment, the previous race image for which the display request has been made by the gaming terminal 13 is created by the horse racing game controller 15. Thereafter, the created previous race image is transmitted to the gaming terminal 13 and displayed on the main game display 45 in the gaming terminal 13. Therefore, the player who plays at each of the gaming terminals 13 can look at the previous race image by selectively displaying, on the main game display 45, the previous race image of the racehorse on which he/she has made a bet.
  • According to the first to sixth embodiments described above, the paddock images, the training images or the previous race images of the racehorses are displayed before the start of the current race. Thus, the player can make use of those images in making a prediction about the current race by looking at the images.
  • Moreover, the embodiments described above are very useful for recognizing the current conditions of the racehorses when a player participates in the horse racing game.
  • Although the gaming machine 10 of the present invention has been described above with reference to the illustrated embodiments, the present invention is not limited thereto. The configurations of the components can be replaced by arbitrary configurations having similar functions.
  • For example, in each of the embodiments described above, the description was given of the example where each of the gaming terminals 13 includes the two displays including the main game display 45 and the sub-game display 48, as shown in FIG. 3. However, the present invention is not limited thereto but can be applied to the case where a gaming terminal 13 a includes only a main game display 45 as shown in FIG. 27. In this case, no side game can be executed at each of the gaming terminals 13 a.
  • Moreover, in the above embodiments, the description was given of the example where the bet screen shown in FIG. 28 is displayed separately from the paddock image, the training image and the previous race image, which are shown in FIG. 31 and the like. However, it is also possible to divide the main game display 45 in halves and to display a bet screen 91 on one side and display a paddock image 92 or the like on the other side, as shown in FIG. 37.
  • The gaming machine and controlling method thereof according to the embodiments of the present invention have been described above. However, the invention may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. The present embodiments are therefore to be considered in all respects as illustrative and not restrictive, the scope of the invention being indicated by the appended claims rather than by the foregoing description and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein.
  • Moreover, the effects described in the embodiment of the present invention are only a list of optimum effects achieved by the present invention. Hence, the effects of the present invention are not limited to those described in the embodiment of the present invention.

Claims (15)

1. A gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising:
a large-sized display configured to display the race by the racehorses;
a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; and
a controller configured to
set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on a past race outcome of the racehorse before execution of a current race, and
display any one of the paddock image and the training image including the set behavioral pattern on any one of the large-sized display and a small-sized display provided in each of the gaming terminals.
2. The gaming machine according to claim 1, wherein the controller is configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
3. The gaming machine according to claim 1, wherein the controller is configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
4. A gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising:
a large-sized display configured to display the race by the racehorses;
a main controller including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display;
a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game;
a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and
a terminal controller configured to control images to be displayed on the small-sized display,
wherein the main controller is configured to
set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on the past race outcome of the racehorse before execution of a current race, the past race outcome of the racehorse being stored in the memory, and
display any one of the paddock image and the training image including the set behavioral pattern on the large-sized display.
5. The gaming machine according to claim 4, wherein the main controller is configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
6. The gaming machine according to claim 4, wherein the main controller is configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
7. A gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising:
a large-sized display configured to display the race by the racehorses;
a main controller configured including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display;
a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game;
a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and
a terminal controller being connected to the main controller and being configured to control images to be displayed on the small-sized display,
wherein the terminal controller is configured to
set a behavioral pattern in any one of a paddock image and a training image of at least one of the racehorses based on the past race outcome of the racehorse before execution of a current race, the past race outcome of the racehorse being stored in the memory, and
display any one of the paddock image and the training image including the set behavioral pattern on the small-sized display.
8. The gaming machine according to claim 7, wherein the terminal controller is configured to set the behavioral pattern of the racehorse in any one of the paddock image and the training image based on winning percentage data set for each of the racehorses in addition to the past race outcome.
9. The gaming machine according to claim 7, wherein the terminal controller is configured to set the behavioral pattern in such a manner that the worse the past race outcome of the racehorse is, the more negative impressions any one of the paddock image and the training image gives to the player.
10. The gaming machine according to claim 7, wherein the terminal controller is configured to display, on the small-sized display, any one of the paddock image and the training image of a racehorse for which a bet is made at the gaming terminal of the terminal controller.
11. A gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising:
a large-sized display configured to display the race by the racehorses;
a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game; and
a controller configured to display a previous race image of at least one of the racehorses on any one of the large-sized display and a small-sized display provided in the gaming terminal before execution of a current race.
12. A gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the gaming machine comprising:
a large-sized display configured to display the race by the racehorses;
a main controller including a memory for storing past race outcomes of the racehorses and being configured to control images to be displayed on the large-sized display;
a plurality of gaming terminals being provided around the large-sized display and being configured to enable players to participate in the horse racing game;
a small-sized display being provided in each of the gaming terminals and being configured to display information about the race; and
a terminal controller being connected to the main controller and being configured to control images to be displayed on the small-sized display,
wherein the terminal controller is configured to display a previous race image of at least one of the racehorses on the small-sized display based on the past race outcome of the racehorse before execution of a current race, the past race outcome of the racehorse being stored in the memory.
13. The gaming machine according to claim 12, wherein the terminal controller is configured to display, on the small-sized display, a previous race image of a racehorse for which a bet is made at the gaming terminal of the terminal controller.
14. A method for controlling a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the method comprising:
setting, by a controller, a behavioral pattern of at least one of the racehorses in any one of a paddock image and a training image based on a past race outcome of the racehorse before execution of a current race;
displaying, by the controller, any one of the paddock image and the training image including the set behavioral pattern on any one of a large-sized display and a small-sized display included in each of a plurality of gaming terminals provided around the large-sized display;
receiving, by the controller, a bet input made by a player on a prediction of a finish order of the racehorses at the gaming terminal;
displaying, by the controller, the current race on the large-sized display; and
providing, by the controller, an award for the prediction of the finish order on which the bet input is made at the gaming terminal, according to an outcome of the current race.
15. A method for controlling a gaming machine capable of repeatedly executing a horse racing game in which a race is executed by use of a plurality of simulated racehorses and an award corresponding to a finish order of the racehorses is generated, the method comprising:
displaying, by a controller, a previous race image of at least one of the racehorses on any one of a large-sized display and a small-sized display included in each of a plurality of gaming terminals provided around the large-sized display;
receiving, by the controller, a bet input made by the player on a prediction of a finish order of the racehorses at the gaming terminal;
displaying, by the controller, the current race on the large-sized display; and
providing, by the controller, an award for the prediction of the finish order on which the bet input is made at the gaming terminal, according to an outcome of the current race.
US12/183,584 2007-08-22 2008-07-31 Gaming machine and controlling method thereof Abandoned US20090054120A1 (en)

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