Title:
GAME MACHINE
Kind Code:
A1


Abstract:
A game executer is operable to sequentially execute a plurality of racing games in which a plurality of racing members compete to each other. An instruction receiver is adapted to receive, from a player, a first instruction for causing a personal racing member prepared by the player to participate at least one of the racing games as one of the racing members, while being associated with a player identifier identifying the player. A processor is operable to increase a winning probability for the racing games of the personal racing member when it is executed, as one of the racing games, a first racing game in which the personal racing member satisfying a prescribed requirement participates. A prohibiter is operable to prohibit the personal racing member having participated the first racing game from participating the racing games executed subsequently to the first racing game.



Inventors:
Ishida, Shinji (Tokyo, JP)
Application Number:
11/814385
Publication Date:
11/26/2009
Filing Date:
01/20/2006
Assignee:
KONAMI DIGITAL ENTERTAINMENT CO., LTD. (Tokyo, JP)
Primary Class:
International Classes:
A63F9/24; A63F13/45; A63F13/58
View Patent Images:
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Primary Examiner:
ELISCA, PIERRE E
Attorney, Agent or Firm:
SUGHRUE-265550 (WASHINGTON, DC, US)
Claims:
1. A game machine, comprising: a game executer, operable to sequentially execute a plurality of racing games in which a plurality of racing members compete to each other; an instruction receiver, adapted to receive, from a player, a first instruction for causing a personal racing member prepared by the player to participate at least one of the racing games as one of the racing members, while being associated with a player identifier identifying the player; a processor, operable to increase a winning probability for the racing games of the personal racing member when it is executed, as one of the racing games, a first racing game in which the personal racing member satisfying a prescribed requirement participates; and a prohibiter, operable to prohibit the personal racing member having participated the first racing game from participating the racing games executed subsequently to the first racing game.

2. The racing game as set forth in claim 1, further comprising a rank determinant, operable to perform random number selection to determine a rank of each of the racing members in each of the racing games, wherein: each of the racing member is associated with winning probability data indicative of the winning probability for the racing games thereof; the rank determinant is operable to perform the random number selection with reference to the winning probability data; and the processor is operable to modify the winning probability data so as to increase the winning probability when the personal racing member satisfies the prescribed requirement

3. The game machine as set forth in claim 1, further comprising a storage, operable to store performance information indicative of a racing performance of the personal racing member while associating the performance information with the player identifier, wherein: the game executer is operable to execute the racing games with reference to the performance information; and the processor is operable to modify the performance data so as to enhance the racing performance when the personal racing member satisfies the prescribed requirement.

4. The game machine as set forth in claim 3, wherein the instruction receive is adapted receive, from the player, a second instruction for updating the performance information.

5. The game machine as set forth in claim 1, further comprising a storage, operable to store history information indicative of at least one past racing result of the personal racing member while associating the history information with the player identifier, wherein the prescribed requirement includes a requirement that the history information indicates a prescribed racing result.

6. The game machine as set forth in claim 1 wherein the prescribed requirement includes a requirement that the instruction receiver receives a prescribed instruction from the player.

7. A program product comprising a program which causes a computer to execute operations comprising: executing a plurality of racing games in which a plurality of racing members compete to each other, sequentially; receiving, from a player, a first instruction for causing a personal racing member to participate at least one of the racing games as one of the racing members, while being associated with a player identifier identifying the player; increasing a winning probability for the racing games of the personal racing member temporarily, when it is executed, as one of the racing games, a first racing game in which the personal racing member satisfying a prescribed requirement participates; and prohibiting the personal racing member having participated the first racing game from participating the racing games executed subsequently to the first racing game.

Description:

TECHNICAL FIELD

The present invention relates to a game machine for executing a racing game where a plurality of racing objects race with one another.

BACKGROUND ART

As this type of game machine, for example, a horseracing game machine for executing a horserace (racing game) where a plurality of racehorse characters (race objects) race one another is well known (for example disclosed in Japanese Patent Publication No. 2002-95870A).

In the horseracing game machine disclosed in this publication, a racehorse character (specific racing object) related to a horse owned by a player can run in the horserace. With a racehorse character related to a horse owned by a player, which satisfies a condition (prescribed condition) that the horse won at least three times in GI races prepared in the racing game machine or the number of acquired medals (acquired total prizes) exceeds 2000, when the player performs a retirement operation (prescribed condition), the racehorse character can retire from a race. When a retirement processing is performed, the racehorse character related to the horse owned by the player is prohibited from participating in subsequent horse races although it is not described in detail in the publication, Accordingly, when the retirement processing for the racehorse character related to the horse own by the player is performed, the player cannot enter the racehorse character to a horserace.

Similar to the horseracing game machine described in the publication, in a horseracing game machine for prohibiting a racehorse character related to an owned horse from participating in a race after the racehorse character retires from a race, when a retirement operation is performed, a race in which the racehorse character participates immediately before the retirement becomes a last race (retirement race) of the racehorse character. With respect to the retirement race, the player tends to wish the racehorse character to win. If the player's wish is reflected to the result of the retirement race, a game enjoyableness becomes higher.

However, in the conventional horseracing game machine, odds that the racehorse character wins are not subjected to a special processing even in the retirement race of the racehorse character related to the horse owned by the player. That is, odds that the racehorse character wins are not changed although the race is the retirement race of the racehorse character. Accordingly, in the conventional horseracing game machine, the player's wish is not reflected to the result of the retirement race and thus there is a problem that the game enjoyableness is low.

Conventionally, there is also a horseracing game machine for executing a retirement race of a racehorse character related to an owned horse after a retirement operation of the racehorse character is performed. However, even in this horseracing game machine, odds that the racehorse character wins are not subjected to a special processing although the race is the retirement race. Accordingly, even in this horseracing game machine, the above problem occurs.

In addition to the horseracing game machine, even in a game machine which repetitively executes a racing game where a plurality of racing objects race with one another, allows a specific racing object to participate in a plurality of racing games, and prohibits a specific racing object satisfying a prescribed condition from participating in a racing game after a racing game in which the specific racing object participates, the same problems may occur.

DISCLOSURE OF THE INVENTION

It is therefore an object of the invention to provide a game machine capable of reflecting a player's wish that a specific racing object related to the player wins its last racing game to the result of the last racing game.

In order to achieve the above object, according to the invention, there is provided a game machine, comprising:

a game executer, operable to sequentially execute a plurality of racing games in which a plurality of racing members compete to each other;

an instruction receiver, adapted to receive, from a player, a first instruction for causing a personal racing member prepared by the player to participate at least one of the racing games as one of the racing members, while being associated with a player identifier identifying the player;

a processor, operable to increase a winning probability for the racing games of the personal racing member when it is executed, as one of the racing games, a first racing game in which the personal racing member satisfying a prescribed requirement participates; and

a prohibiter, operable to prohibit the personal racing member having participated the first racing game from participating the racing games executed subsequently to the first racing game.

With this configuration, when a private racing object of any player participates in a racing game (first racing game) which satisfies a prescribed conditions, the private racing object is prohibited from participating in a subsequent racing game (second racing game). In the present game machine, a processing of increasing a probability that the private racing object wins is performed with respect to the first racing game which becomes a last racing game of the private racing object. That is, in the last racing game, the probability that the private racing object of the player increases compared with a case where the racing game is normal racing game (the racing game is not the last racing game). Accordingly, in the last racing game in which the private racing object related to the player can participate, the player' wish for winning of the private racing object can be reflected to the result of the last racing game.

The racing game may further comprise a rank determinant, operable to perform random number selection to determine a rank of each of the racing members in each of the racing games. In this case, each of the racing member is associated with winning probability data indicative of the winning probability for the racing games thereof. The rank determinant is operable to perform the random number selection with reference to the winning probability data. The processor is operable to modify the winning probability data so as to increase the winning probability when the personal racing member satisfies the prescribed requirement.

The racing game relates to a sporting event in which a plurality of racing object play a match such that one competing object wins, such as baseball, soccer or fighting sport and a race for a betting about expectation of the order of arrival such as a horserace a bicycle race or a motorboat race. The racing game performed by the present game machine relates to the latter race and the rank of the race is previously determined by a lottery by the rank determinant and the race is executed such the determined rank is accomplished. According to the present game machine, probability that the private racing object wins in the last race in which the private racing object can participate, with respect to such a race.

The game machine may further comprise a storage, operable to store performance information indicative of a racing performance of the personal racing member while associating the performance information with the player identifier. In this case, the game executer is operable to execute the racing games with reference to the performance information. The processor is operable to modify the performance data so as to enhance the racing performance when the personal racing member satisfies the prescribed requirement.

With this configuration, in the last racing game of the private racing object of any player, the capability information of the private racing object temporarily increases such that a probability that the private racing object wins increases. Accordingly, in the last racing game, a probability that the private racing object of the player wins increases, compared with a case where the racing game is the normal racing game.

The instruction receive may be adapted receive, from the player, a second instruction for updating the performance information.

The change of the capability information corresponds to an operation for allowing the player to virtually train the private racing object, The player particularly wants the private racing object trained by the player to win in the last racing game in which the private racing object can participate. According to the present game machine, it is possible to increase a probability that the private racing object wins the last racing game in which the player wants the private racing object to win.

The game machine may further comprise a storage, operable to store history information indicative of at least one past racing result of the personal racing member while associating the history information with the player identifier. The prescribed requirement includes a requirement that the history information indicates a prescribed racing result.

With this configuration, it is determined whether a probability that the private racing object wins in the last racing game increases or not, according to the win-loss result of the racing game in which the private racing object participated in the past. Accordingly, it is possible to obtain an advantage that the probability that only a private racing object restricted by the win-loss result of the past racing game wins in the last racing game increases and to increase a game enjoyableness.

The prescribed requirement may include a requirement that the instruction receiver receives a prescribed instruction from the player.

With this configuration, it is possible to determine whether a racing game in which the private racing game of the player participates is a last racing game, according to the desire of the player.

According to the invention, there is also provided a program product comprising a program which causes a computer to execute operations comprising:

executing a plurality of racing games in which a plurality of racing members compete to each other, sequentially;

receiving, from a player, a first instruction for causing a personal racing member to participate at least one of the racing games as one of the racing members, while being associated with a player identifier identifying the player;

increasing a winning probability for the racing games of the personal racing member temporarily, when it is executed, as one of the racing games, a first racing game in which the personal racing member satisfying a prescribed requirement participates; and

prohibiting the personal racing member having participated the first racing game from participating the racing games executed subsequently to the first racing game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing a configuration of an arcade game machine according to one embodiment of the invention.

FIG. 2 is a perspective view of the arcade game machine.

FIG. 3 is a block diagram showing a hardware configuration of a main control section of the arcade game machine.

FIG. 4 is a block diagram showing a hardware configuration of a station control section of the arcade game machine.

FIG. 5A is a table showing a data structure of player data.

FIG. 5B is a table showing a data structure of data recorded in a magnetic card supplied to a player.

FIG. 6 shows an example of a training screen displayed on a display of the arcade game machine when a training processing is executed.

BEST MODE FOR CARRYING OUT THE INVENTION

There will be described below a commercial game machine (hereinafter, referred to as an “arcade game machine”) according to one embodiment of the invention for executing a horserace (competition race) where a plurality of racehorse characters (racing objects) race with one another.

As shown in FIG. 2, the arcade game machine 1 includes a field 2 provided in a central portion and a plurality of stations 10 which are provided so as to surround the field 2. In the field 2, a racecourse 4 including a gate 3 is provided and a plurality of miniature horses run in the racecourse 4 to execute a horserace. A plurality of speakers 5 for outputting play-by-play commentary or cheers of the race are provided in the vicinity of the field 2. A display 6 for displaying a game name and an illumination device 7 for illuminating the field 2 are provided above the field 2. The display 6 and the illumination device 7 are supported by a support pillar 8.

The station 10 includes a display 11 for displaying a game screen according to the progress of a game and a touch panel 12 which overlaps with a surface of the display 11. When a player touches a prescribed position of the game screen displayed on the display 11 according to an instruction of the game screen, the position is detected by the touch panel 12 and the manipulation contents of the player are recognized by the arcade game machine 1. In addition, the station 10 includes a token inlet 13 for allowing the player to input a token, which is a game value, a token outlet 14 for supplying the token to the player, and a magnetic card slot 15 for inserting a magnetic card.

In the arcade game machine 1, the player may participate in a game as a racehorse owner. More specifically, the player may select a favorite racehorse character among a plurality of racehorse characters and pay a prescribed number of tokens to acquire the racehorse character. The name of the acquired racehorse character may be prepared by combination of a name selected from names, which are previously recorded in a main body of the arcade game machine, and a player name Input by the player (for example, the name of the player). The player may train the horse character so as to improve the capability of the acquired racehorse character. The trained racehorse character may run in a desired race. In the arcade game machine 1, since the continuity of the game is ensured when the player participates in the game as a racehorse owner, the player may resume the game on a separate date by using the magnetic card distributed to the player.

As shown in FIG. 3, a main control section 100 provided in the field 2 includes a main controller 101, a field controller 102 for controlling the running of miniature horses in the field 2, an illumination controller 103 for controlling the illumination device 7, an audio controller 104 for controlling sound such as the actual condition sound or shout output from the speakers 5, an SRAM 105 and a flash memory 106 for recording of a variety of data of each player, and a ROM 107 for storing a variety of databases and a program necessary for a game. The main controller 101 is connected to the field controller 102, the illumination controller 103, the audio controller 104, the SRAM 105, the flash memory 106 and the ROM 107. The ROM 107 stores the database including data about plural types of horse names, which are previously prepared and selected by a player who plays as a racehorse owner, sound date, a variety of data about horses, and a race schedule.

As shown in FIG. 4, a station control section 200 provided in each station 10 includes a station controller 201, a token manager 202 for managing the supply of the token, a RAM 203 for temporarily recording a variety of data of the player, a magnetic information reader 204 for reading magnetic information of the magnetic card inserted into the magnetic card slot 15, and a magnetic information writer 205 for writing a variety of information such as an ID code on the magnetic card. The station controller 201 is connected to the token manager 202, the RAM 203, the magnetic information reader 204, and the magnetic information writer 2056 The station controller 201 is also connected to the display 11 and the touch panel 12 shown in FIG. 2, a not-shown token input sensor for detecting a token input via the token inlet 13, a not-shown magnetic card driver for driving the magnetic card inserted into the magnetic card slot 15, all of which are mounted in the station 10.

The station controller 201 of each station 20 is connected to the main controller 101 of the field 2 as shown in FIGS. 3 and 4 to effect necessary communication therebetween.

An example of a data structure of player data which is recorded and managed with respect to every player is shown in FIG. 5A. The player data includes an ID code allocated to the player, personal information of the player, information about a horse owned by the player, final play date information for specifying a date when the player plays a game finally, rewriting information for recording the update of data, and a check code for preventing the magnetic card from be tampered. The player data also includes game history information of the player and information unrelated to the progress of the game, such as a screen layout. The ID code is a single numeral allocated to a single player and is set not to be duplicative with the ID of other player data, The personal information, the owned horse information, and the final play date information are used as the game history information for ensuring the continuity of the stopped game. The player data is stored in the SRAM 106 or the flash memory 106 shown in FIG. 3.

The personal Information includes information about the player, such as the name of the player or the total number of times of play. The personal information is used as data applied to the game contents or customer management data such that the player name is used as the name of the owned horse.

The information about the owned horse includes a horse name code for specifying the name of the owned horse, horse type information for specifying a growth curve indicating the feature of a growth method, sex, age, the number of times of run, a speed, stamina, a condition, the accumulation amount of acquired prizes, and past race records (for example, a first rank, a second rank, a third rank, or a lower rank). The horse name code is associated with horse name data in the database of horse name data stored in the ROM 107, and the horse name data is read on the basis of the horse name code to be used in a games.

An example of a data structure of written data written on the magnetic card when a player stops play is shown in FIG. 5B. In the written data, a portion of the player date is recorded. More specifically, information including the ID code, the check code, and the screen layout unrelated to the progress of the game is recorded.

The player who plays as a horse owner inserts the magnetic card into any station 10 when resuming a game, Then, the check code recorded on the magnetic card is read, it is determined whether the information written thereon is normal, and the ID code recorded on the magnetic card is read. Then, the player data corresponding to the ID code is read from the SRAM 105 15 or the flash memory 106 shown in FIG. 3. The player data is read by the RAM 203, which is included in the station 10 and shown in FIG. 4, and is subjected to a prescribed processing. Accordingly, the player may always resume the game using the magnetic card and continuously enjoy the game using the racehorse character trained by himself/herself.

In the arcade game machine 1, races (hereinafter, referred to as a “normal race”) having the same titles as actual central horse races are sequentially held according to a prescribed cycle. About 60 races are prepared as races which will be executed within a year. For each race, a time for betting a token, that is, a time for purchasing a voting ticket (betting ticket) of the game, a time for executing the normal race using miniature horses, and a time for displaying a race result are ensured. The player may expect a winner in each race and freely purchase a betting ticket, The purchase of the betting ticket is performed by betting the token. If the purchased betting ticket is equal to the result of the race, a prescribed number of tokens according to odds and the number of betted tokens are supplied as a dividend. In the arcade game machine 1, as the type of a voting method, there are four methods such as Win, Quinella, Exacta, and Quinella Place. The player expects a racehorse character which will become a winner and makes a bet on the racehorse character using any one of the voting methods.

Hereinafter, a retirement processing of a racehorse character related to a horse owned by a player will be described. As shown in FIG. 1, the arcade game machine 1 includes a manipulation receiver, a game executer, a capability information storage, a determinant, a temporary processor, and a participation prohibiter. The arcade game machine 1 has a rank determinant a capability information updater, a race records storage, a betting determinant, a game value receiver, and a game value supplier.

The manipulation receiver receives a betting manipulation, a participating manipulation (participation instruction manipulation), a retirement instruction manipulation (specific manipulation), a training instruction manipulation (capability information update instruction manipulation) of a player. The manipulation receiver is mainly configured by the touch panel 12, the station controller 201 and the main controller 101. When the player makes a bet, an odds table or a manipulation button image for allowing the player to select two racehorse characters for a bet and inputting the number of betted tokens is displayed on the display 11 of the station 10. The player manipulates the touch panel 12 according to the display contents of the display 11 and performs the betting manipulation.

When the player performs the participating manipulation, a participation screen is displayed on the display 11 of the station 10 and the player manipulates a participation button on the participation screen such that the racehorse character related to the horse owned by the player participate in his/her desired race.

When the player performs the retirement instruction manipulation, a retirement screen is displayed on the display 11 of the station 10 and the player manipulates a retirement button on the retirement screen such that the racehorse character related to the horse owned by the player retires from the race. The retirement processing will be described later.

When the player performs the training instruction manipulation, a training screen is displayed on the display 11 of the station 10 and the player manipulates various training instruction buttons on the training screen such that the racehorse character related to the horse owned by the player is trained, The training processing will be also described later.

The game executer executes a horserace where eight racehorse characters race with one another and a prediction game for allowing players to expect a racehorse character which will win in a race. The game executer is mainly configured by the main control section.

The rank determinant is mainly configured by the main control section. The rank determinant determines a racehorse character, which is placed first in a race executed by the game executer, by a lottery on the basis of data about winning percentages of eight racehorse characters which run in a race, and sequentially determines the remainder of the racehorse characters up to a lowest-rank racehorse character using corrected winning percentage data X′ of the remainder of the racehorse characters obtained by the following Equation 1.


X′=X/(1−Y)

where, X denotes winning percentage data of the racehorse characters to be calculated and Y denotes the total sum of the winning percentage data of the racehorse characters of which ranks are previously determined.

The detailed operation of the rank determinant Will now be described. First, a lottery table including the winning percentage data of the racehorse characters as lottery odds data of the racehorse characters is generated. The lottery table is obtained by proportionally allotting random numbers, which can be generated by the main controller 101, according to a ratio of the winning percentage data of the racehorse characters and associating the random numbers with the racehorse characters. The main controller 101 generates one random number, compares the generated random number with the lottery table, and specifies a racehorse character corresponding to the random number, in order to determine a racehorse character which is placed first. Accordingly, the game executer executes the race such that the racehorse character is placed first.

Next, the main controller 101 substitutes the winning percentage data of the racehorse character, which is determined to be first, and the winning percentage data of the remainder of the racehorse characters to Equation (1), and calculates corrected winning percentage data X1′ to X7′ of the remainder of the racehorse characters. A new lottery table including calculated corrected winning percentage data X1′ to X7′ as lottery odds data of the racehorse characters is generated. Thereafter, the main controller 101 generates one random number, compares the generated random number with the new lottery table, and specifies a racehorse character corresponding to the random number, in order to determine a racehorse character which is placed second. Accordingly, the game executer executes the race such that the racehorse character is placed second. Similarly, the ranks of the racehorse characters are determined up to a lowest rank racehorse character.

The capability information storage stores capability information related to results of the horserace for ea& racehorse character in a state that the capability information related to the horse (specific racing object) owned by the player is associated with the ID code (player specific information) of the player. The capability information storage is configured by the SRAM 105 or the flash memory 106 of the main control section. In the present embodiment, basic information (medal value information), condition information, jockey information and age information are used as the capability information. The medal value information is numerical data indicating the total capability of the racehorse character and corresponds to the number of medals consumed by performing the below-described training processing with respect to the racehorse character. The condition information, the jockey information and the age information are information for determining how much the medal value information decreases when winning percentage data as described below. The information used as the capability information is not limited to the above-described information and is properly selected.

Here, the winning percentage data used by the rank determinant is calculated using the capability information stared In the capability information storage. Specifically, when eight racehorse characters which will run in the race are determined before the game executer starts the prediction race, the main controller 101 calculates the winning percentage data of the racehorse characters using the capability information of the racehorse characters. Specifically, first, a numeral value related to the medal value information of the racehorse characters or a numeral value obtained by multiplying the above-described numeral value by a common coefficient of the racehorse characters is set to a maximum value of the parameter value of the racehorse character, a subtraction value determined by a prescribed equation from the condition information, the jockey information and the age information at the time of the race is subtracted from the numeral value, the value obtained by the subtraction is set to the parameter value of the racehorse character at the time of the race. Ratios of the parameter values of the racehorse characters to the sum of the parameter values of all the racehorse characters which will run in the race are calculated and the calculated values are set to the winning percentage data of the racehorse characters. The winning percentage data indicates odds that the racehorse character wins in a race, for each racehorse character which runs in the race. The winning percentage data of the racehorse characters varies depending on the numerical value of the capability of the capability of the other racehorse characters which run in the race and the winning percentage data of the racehorse character varies according to races.

In the present embodiment, the numerical value obtained by multiplying the numerical value related to the medal value information of the racehorse characters by the coefficient is subtracted from the medal value information of the racehorse characters by participation in the race. Specifically, for example, if a racehorse character having medal value information of, for example, 100 runs in a race and a coefficient which is set for each race or a coefficient which is constantly set regardless of the race is, for example, 10%, the medal value information of the racehorse character becomes 100−(100×10%)=90. The medal value Information reduced after the race may increase by paying a medal by the below-described training processing. By reducing the medal value information of the racehorse character by the participation in the race, expectations of the medal acquirement ratios of all the racehorse characters related to the horses owned by all the players can become equal. The term “medal acquirement ratio” described herein is a ratio of the number of medals consumed by the training processing of the racehorse character to the number of medals acquired when the racehorse character runs in a race.

This point will be described in detail. Since a probability that a racehorse character having high medal value information wins in the race as described above is high, a probability that the racehorse character wins in the race to acquire a prescribed number of medals (prizes) is high. However, since a percentage of reducing the medal value information by allowing the racehorse character to run in the raw is large, the number of medals consumed for recovering the medal value information by the reduction using the training processing increases. In contrast, since a probability that a racehorse character having low medal value information wins in the race as described above is low, a probability that the racehorse character wins in the race to acquire a prescribed number of medals (prizes) is low. However, since a percentage of reducing the medal value information by allowing the racehorse character to run in the race is small, the number of medals consumed for recovering the medal value information by the reduction using the training processing decreases. As a result, the number of medals related to the acquirement and consumption is large with respect to the racehorse character having the high medal value information and the number of medals related to the acquirement and consumption is small with respect to the racehorse character having the low medal value information. However, when the coefficient, the prize, the number of medals used for the training processing are properly set the expectations of the medal acquirement ratios of both the racehorse characters substantially become equal.

Since the expectations of the medal acquirement ratios of all the racehorse characters related to the horses owned by all the players substantially become equal, it is possible to maintain a payout ratio of the arcade game machine at a desired value.

The capability information updater updates the capability information stored in the capability information storage associated with the ID code of the player when the manipulation receiver receives the training instruction manipulation. The capability information updater is mainly configured by the station controller 201 and the main controller 101. Specifically, the manipulation data indicating the contents of the training instruction manipulation performed by the player is sent from the touch panel 12 of the station 10 to the main controller 101 via the station controller 201.

The detailed contents of the processing (training process) of the capability information updater is as follows.

When the player performs the training manipulation using the touch panel 12, the station 10 effects a training mode and the training screen shown in FIG. 6 is displayed on the display 11 such that the player can perform a variety of training instruction manipulations. As shown in FIG. 6, the image of the horse owned by the player is displayed on the training screen. On the lower side of the training screen, buttons for selecting one from five training methods including “lawn”, “wood chips”, “dirt” and “slope road” and “sand play” are displayed. The player may touch the button of any training method to perform the training processing according to the training method with respect to the racehorse character related to the horse owned by the player. Specifically, in the training processing of the “lawn”, “wood chips”, and “dirt”, for example, two medals may be consumed to vary the numerical value of the medal value information of the racehorse character related to the horse owned by the player. These training processings respectively have different variations of the medal value information. The numerical value of the medal value information varies by any numerical value of 0 to 4 in the training processing of “lawn”, the numerical value of the medal value information necessarily varies by 2 in the training processing of “wood chip”, and the numerical value of the medal value information varies by any numerical value of −1 to 5 in the training processing of “dirt”. The variation in numerical value of the medal value information in the training processing of “lawn” and “dirt” is determined by a random number selection. In the training processing of “slope” and “sand play”, two medals may be consumed to vary the numerical value of the medal value information of the racehorse character related to the horse owned by the player. The condition information is a value of 0 to 100%. If this value is 100%, the value reduction of the medal value information due to the condition information when calculating the parameter value at the time of a race becomes zero and, if this value is 0%, the value reduction of the medal value information due to the condition Information when calculating the parameter value at the time of a race becomes a prescribed maximum value for reducing the value of the medal value information by the condition information.

The value (age) of the age information of the capability information cannot be changed by the training processing and increases one by one whenever a race cycle of a year is finished. If the numerical number or the age information exceeds a prescribed numerical value (for example, three years old, the reduction of the numerical value of the medal value information gradually increases.

The race records storage stores the past race records, which is win-loss result information indicating win-loss results of the races in which the racehorse character (specific racing object) related to the horse owned by the player participates, in association with the ID code of the player. The race records storage is mainly configured by the SRAM 105 or the flash memory 106. A GI race where the racehorse character wins can be specified from the past race records.

The determinant determines whether the racehorse character (specific racing object) related to the horse owned by the player satisfies a prescribed retirement condition (prescribed condition). The determinant is mainly configured by the main controller 101. The retirement condition of the present embodiment includes a condition that the racehorse character wins in prescribed races of 60 races executed in the arcade game machine 1 to accomplish any one of male-horse triple crown, mare-horse triple crown, Emperor's Cup champion, grand-prix champion, old-horse (four-years-old racehorse) five race champions, sprint champion, and mile champion (first condition) and a condition that the retirement instruction manipulation of the player is performed (second condition). Specifically, when the player a performs the retirement instruction manipulation using the touch panel 12, first the second condition is satisfied. Then, the determinant reads the past race records related to the racehorse character of the player data associated with the ID of the player from the race records storage, specifies the GI race where the racehorse character wins, and determines the first condition that any one of male-horse triple crown, mare-horse triple crown, Emperor's Cup champion, grand-prix champion, old-horse (four-years-old racehorse) five race champions, sprint champion, and mile champion is accomplished.

If the first condition is satisfied, the determinant determines that all the retirement conditions are satisfied and sends the determined result to the game executer. The game executer which receives the result performs the retirement processing for outputting play-by-play commentary sound such as “ARIMA commemoration, this is a retirement race of XXX” or “What game XXX shows finally!” in a next race where the racehorse character runs.

The determinant which determines that all the retirement conditions are not satisfied sends the determined result to the below-described temporary processor and the participation prohibiter.

The temporary processor temporarily changes the capability information of the racehorse character used when the game executer executes a last race only in the last race so as to increase a probability that the racehorse character wins in the last race in which the racehorse character is determined to satisfy all the retirement conditions. The temporary processor is mainly configured by the main controller 101.

In particular, for example, the rank determinant changes the age information for determining the parameter value used when calculating the winning percentage data of the racehorse characters in the last race to three years old. Specifically, since the age information of the retiring racehorse character has a large numerical value and thus the reduction increases, the winning percentage data tends to decrease due to a small parameter value upon the retirement race. Accordingly, conventionally, the racehorse character related to the horse owned by the player hardly wins. Thus, in the present embodiment, the numerical value of the age information is changed to three years old so as to obtain a smallest reduction. Accordingly, the parameter value of the racehorse character becomes close to the numerical value (maximum value of the parameter value) related to the medal value information of the racehorse character and thus the winning percentage data increases.

Alternatively, for example, there is a method of adding a prescribed value to the parameter value of the calculated racehorse character or multiplying the parameter value of the calculated racehorse character by a prescribed coefficient larger than 1 to increase the parameter value and increasing the winning percentage data of the racehorse character. In this case, the parameter value becomes the capability information of the racehorse character. Accordingly, the parameter value of the racehorse character may become at least a numerical value of the numerical value (maximum value of the parameter value) related to the metal value information of the racehorse character.

Alternatively, similar to a general race, the winning percentage data of the racehorse characters may be obtained and changed such that the winning percentage data of a racehorse character which is determined to satisfy all the retirement conditions increases. This method can increase a probability that the racehorse character wins in the retirement race even when the winning percentage data is calculated according to a method different from the method of calculating the winning percentage data on the basis of the capability information similar to the present embodiment, that is, the method of calculating the winning percentage data without using the capability information.

The participation prohibiter prohibits the racehorse character related to the horse owned by the player from participating in a race after the retirement race. The participation prohibiter is mainly configured by the main control section. Specifically, the reception of the manipulation data related to the participating manipulation of the retiring racehorse character is rejected with respect to the race after the retirement race. Alternatively, the manipulation receiver may not receive the participating manipulation by disabling the race button on the race instruction screen displayed on the display of the station 10. Alternatively, owned horse information of the retiring racehorse character may be eliminated.

The betting determinant selects a prescribed number of racehorse characters according to the voting method on the basis of a player manipulation (betting manipulation) received by the manipulation receiver, and determines the number of tokens (game value) betted on the selected racehorse character More specifically, a bet is made in the unit of one racehorse character in Win and is made in the unit of two racehorse characters in Quinella, Exacta, and Quinella Place. The betting determinant is mainly configured by the station controller 201 and the main controller 101 More specifically, manipulation data indicating the contents of the bet manipulation performed by the player is sent from the touch panel 12 of the station 10 to the main controller 101 via the station controller 201. The main controller 10 selects a racehorse character on the basis of the manipulation data and determines the number of tokens betted on the selected racehorse character. The bet contents of the player is stored the SRAM 105 and the flash memory 106 for each player.

The game value receiver receives the tokens by the number of tokens determined by the betting determinant from the player who performs the bet manipulation. More specifically, the tokens input to the token inlet 13 of the station 10 by the player is counted and is managed by the token manager 202 as token data. The token manager 202 manages the tokens which are exchanged between the player and the arcade game machine 1. When the tokens are received from the player, the token manager 202 performs processing of reducing the count value of the token data of the player by the number of received tokens. Accordingly, in the present embodiment, the game value receiver is mainly configured by the station controller 201 and the token manager 202.

The game value supplier determines a winner in voting methods on the basis of the ranks of the racehorse characters determined by the rank determinant, and supplies the player with the tokens by the number obtained by multiplying the number of tokens betted on the race character related to the winner by corresponding odds. More specifically, the token manager 202 performs processing of increasing the count value of the token data of the player by the number of supplied tokens. Accordingly, in the present embodiment, the game value supplier is mainly configured by the station controller 201 and the token manager 202.

In the arcade game machine 1 having the above-described configuration, when the player trains the racehorse character related to the horse owned by the player, enables the racehorse character to repetitively participate in a race to accomplish, for example, Emperor's Cup champion, and manipulates the retirement button of the retirement instruction screen displayed on the display 11 of the station, the determinant determines that the retirement condition is satisfied. Then, the player selects a last race (retirement race) and performs race registration. Since three years old which is best age is used as the numerical value of the age information of the racehorse character when the winning percentage data of the retirement race is calculated, the parameter value of the racehorse character increases compared with the general race and thus the winning percentage data increases. As a result, in the lottery for order of arrival of the retirement race, a selected probability of the racehorse character increases and thus a probability that the racehorse character wins in the retirement race increases. When the retirement race is finished, the race registration of the racehorse character is prohibited in the subsequent race although the player performs the race operation. Accordingly, the racehorse character which runs in the retirement race cannot run in the subsequent race.

The owned horse information of the racehorse character which runs in the retirement race may be deleted as described, or be uploaded to a ranking page opened through a Web server on the Internet so as to be used when ranking registration is performed. A combination processing function for generating a now race horse using the owned horse information of male and mare racehorse characters may be added to the arcade game machine 1 such that the owned horse information of the racehorse character which runs In the retirement race can be used In the combination process.

Although the race horse game machine is, for example, described in the present embodiment, the present invention is applicable to another game machine for repetitively executing a racing game where a plurality of racing objects race with one another, allowing a specific racing object to participate in a racing game in plural, and prohibiting the specific racing object from participating in a racing game after a racing game in which the specific racing object satisfying a prescribed condition participates. Accordingly, the type of the racing game may include another race for a betting about expectation of the order of arrival such as a bicycle race or a motorboat race, and a sporting event in which a plurality of competing objects play a match such that one of them wins, such as baseball, soccer or fighting sport, in addition to the horseracing game.

Although the present invention applies to the arcade game machine 1 in the present embodiment, the present invention is applicable to another game machine such as a home game machine. For example, when the present invention applies to the home game machine, a computer of the home game machine can be provided to a player by delivering a program which serves as the game executer, the determinant, the temporary processor, and the participation prohibiter or a program which is obtained by adding the functions of the rank determinant, the capability information updater, the race records storage, the betting determinant the game value receiver, the game value supplier to the above-described program is delivered or recorded on a recoding medium to be distributed via a communication network. In this case, the game value becomes electronic data related to virtual currency used for a bet in the game.