Abstract:
A game system includes a main controller that operates to: control the main display to display an image for providing the game; store a plurality of game conditions that define different conditions for playing the game; select one from among the stored game conditions in accordance with a result of a previous game; provide the game to the players under the selected game condition while controlling the main display to display a presentation image that is defined for the selected game condition; and provide an award to a player who wins the game.

Description:
CROSS-REFERENCE TO THE RELATED APPLICATION(S) 
       [0001]    The present application is based upon and claims priority from prior Japanese Patent Application No. 2006-258103, filed on Sep. 22, 2006, the entire content of which are incorporated herein by reference. 
       TECHNICAL FIELD 
       [0002]    The present invention relates to a game system that provides a game in which a plurality of players participates. 
       BACKGROUND 
       [0003]    In a conventional a game system that provides a game, such as a horse-racing game, in which a plurality of players participates by inserting a game medium such as coins, medals and tokens, each of the players makes a prediction on a result of the game and inserts a game medium to perform a bet. According to result of the game, a game medium is paid out to the players who won on the basis of a predetermined award table and the number of inserted game mediums. 
         [0004]    A document JP-A-2004-041714 describes an example of such game system that provides a game in which, when a horse (or a similar movable object) that is defined to be owned by a player achieves a predetermined result (for example, winning a horse race), a special award is paid out to the player. 
         [0005]    As mentioned above, the related-art game system allows the players to enjoy a game by changing awards according to the result of the game. In addition, a large display screen is prepared for a common game, and a presentation image (e.g., the scene of a racecourse, a race image, or the like) for causing the players to enjoy the common game to a much greater extent is displayed on the display screen. An example of such game system is described in JP-A-2004-041714. 
         [0006]    However, in relation to the presentation image of the game system, only a predetermined presentation image is displayed at all times regardless of insertion of a game medium performed by the player or an award. Accordingly, in order to make a player enjoy a game further, a game system in which a presentation image changes according to a progress in game has been awaited. 
       SUMMARY 
       [0007]    One of objects of the present invention is to provide a game system that provides a game to a plurality of players in which a presentation image changes according to a progress in game in order to allow the players to further enjoy the game. 
         [0008]    According to a first aspect of the invention, there is provided a game system that provides a game in which a plurality of players participate, the game system including: a main display; a plurality of player terminals that are provided for each of the players, each of the player terminals being provided with a game medium input unit that allows the respective players to input game medium; and a main controller that is connected to the main display and the player terminals. The main controller operates to: control the main display to display an image for providing the game; store a plurality of game conditions that define different conditions for playing the game; select one from among the stored game conditions in accordance with a result of a previous game; provide the game to the players under the selected game condition while controlling the main display to display a presentation image that is defined for the selected game condition; and provide an award to a player who wins the game. 
         [0009]    According to a second aspect of the invention, there is provided a game system that provides a common game in which a plurality of players participate; the common game in which the respective players predict result of the game and insert game medium; and in which game medium is paid out according to an award corresponding to result of the game, the game system including: a game execution controller that controls execution of the common game; a payout controller that performs control operation for paying out the game medium according to the award corresponding to the result of the game; a display unit that displays the common game as a presentation image; a display controller that controls the display unit to display the presentation image; a game condition storage unit that stores a plurality of game conditions for the common game; and a game condition selection unit that selects one from among the plurality of game conditions stored in the game condition storage unit, wherein the game condition selection unit selects the game condition for the next common game from among the game conditions according to a result of a game executed by the game execution controller, wherein the game execution controller executes the common game compliant with the game condition selected by the game condition selection unit, and wherein the display controller performs control operation for displaying the presentation image compliant with the game condition selected by the game condition selection unit. 
     
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0010]    In the accompanying drawings: 
           [0011]      FIG. 1  is a perspective view showing an appearance of a game system according to an embodiment of the present invention; 
           [0012]      FIG. 2  is a perspective view showing an appearance of a player terminal of the embodiment; 
           [0013]      FIG. 3  is a block diagram showing an electrical configuration of the game system of the embodiment; 
           [0014]      FIG. 4  is a descriptive view for describing a table of the embodiment; 
           [0015]      FIG. 5  is a descriptive view for describing a table of the embodiment; 
           [0016]      FIG. 6  is a descriptive view for describing a table of the embodiment; 
           [0017]      FIG. 7  is a descriptive view for describing a table of the embodiment; 
           [0018]      FIG. 8  is a descriptive view for describing a table of the embodiment; 
           [0019]      FIG. 9  is a descriptive view for describing a table of the embodiment; 
           [0020]      FIG. 10  is a descriptive view for describing a table of the embodiment; 
           [0021]      FIG. 11  is a descriptive view for describing a table of the embodiment; 
           [0022]      FIG. 12  is a descriptive view for describing a table of the embodiment; 
           [0023]      FIG. 13  is a flowchart for describing control operation of the embodiment; 
           [0024]      FIG. 14  is a flowchart for describing control operation of the embodiment; 
           [0025]      FIG. 15  is a flowchart for describing control operation of the embodiment; 
           [0026]      FIG. 16  is a flowchart for describing control operation of the embodiment; 
           [0027]      FIG. 17  is a descriptive view for describing a display screen of the player terminal of the embodiment; 
           [0028]      FIG. 18  is a descriptive view for describing a main display device of the embodiment; 
           [0029]      FIG. 19  is a descriptive view for describing the main display device of the embodiment; 
           [0030]      FIG. 20  is a descriptive view for describing the main display device of the embodiment; 
           [0031]      FIG. 21  is a descriptive view for describing the main display device of the embodiment; 
           [0032]      FIG. 22  is a descriptive view for describing the main display device of the embodiment; and 
           [0033]      FIG. 23  is a descriptive view for describing the main display device of the embodiment. 
       
    
    
     DETAILED DESCRIPTION 
       [0034]    A game system will be described hereunder by reference to the drawings. 
         [0035]      FIG. 1  is a perspective view showing an appearance of a game system  1  according to an embodiment of the present invention. The game system  1  is a so-called large-scaled gaming machine that provides a game in which a plurality of players participate. The game system  1  is provided with a main unit  20  defining a game area having substantially rectangular shape, and a plurality of player terminals  30  arranged in the game area  21 . 
         [0036]    The main unit  20  includes: a main display device  22  arranged along one side of the game area  21 ; four speakers  23  arranged at corners of the game area  21 ; and a main controller  80  that controls the main display device  22  and the speakers  23 . 
         [0037]    The main display device  22  displays an image in accordance with image data output from the main controller  80 . The main display device  22  may preferably be a large-sized display device, such as a large-sized monitor device or a large-sized projection display device. 
         [0038]    Each of the player terminals  30  is placed in the game area  21  to orient toward the main display device  22 . The main controller  80  establishes interactive communication with each of the player terminals  30  via a wireless LAN. The controller executes a predetermined game program and establishes interactive communication with the respective player terminals  30 , thereby providing a game, such as a horse-racing game, in which a plurality of players participate. The game system  1  is configured as an example of a game system that provides game common to a plurality of players, the game in which the players make predictions on results of the game (game results) and insert game medium, such as coins, medals and tokens; and in which game medium is paid out to the players in accordance with awards determined based on the game results. 
         [0039]      FIG. 2  is a perspective view showing the appearance of each of the player terminals  30 . Each of the player terminals  30  has a seat  31  and a terminal display  61 . 
         [0040]    The terminal display  61  is provided with: a first support arm  611  supported by a side unit  60 ; a second support arm  612  attached to an leading end of the first support arm  611 ; and a sub-monitor  613  attached to a leading end of the second support arm  612  and displays images related to the game thereon. 
         [0041]    The first support arm  611  is extendable along the vertical direction with respect to the side unit  60 . The second support arm  612  is extendable and can be maintained at an arbitrary angle with respect to the axial direction of the first support arm  611 . The sub-monitor  13  can be maintained at an arbitrary angle with respect to the axial direction of the second support arm  612 . 
         [0042]    The side unit  60  is equipped with a sub-monitor storage slot  62  that extends in the vertical direction. The sub-monitor storage slot  62  retractably stores the first support arm  611 , the second support arm  612 , and the sub-monitor  613 . 
         [0043]    A terminal controller  150  is installed in the side unit  60 . The terminal controller  150  is connected to the main controller  80  via the wireless LAN and a plurality of slots  97  that stores circuit boards on which circuits that serves part of the terminal controller  150  is provided. 
         [0044]    In accordance with a command received from the main controller  80 , the terminal controller  150  controls the terminal display  61  and transmits a signal input through a operation unit  72  (which will be described later) to the main controller  80 . 
         [0045]    A cover  971  is reclosably attached to an upper portion of the slots  97 . As shown in  FIG. 2 , a terminal control board  972  is insertable from the above into the slots  97  by opening the cover  971 . 
         [0046]    A rear portion of a seat shell  70  extends upward and supports a backrest and a headrest. Speakers  70  are provided at both left and right sides of the headrest. 
         [0047]    A rear side portion of the seat shell  70  also extends upward to prevent other players from viewing a player who seats in a seat main body  50 . 
         [0048]    An operation unit  72 , which is provided with a keyboard, a jog dial, and other input devices, is provided in the vicinity of a sidearm on a table  71  at a position where the player who seats in the seat main body  50  can easily operate the operation unit  72 . The operation unit  72  is also provided with a coin insertion slot  732 , a start button, and a card slot that allows the player to insert a credit card or a membership card. 
         [0049]    In the embodiment, the operation unit  72  is provided on the table  71 . However, the location of the operation unit is not limited on the table but may also be provided as a touch panel on the sub-monitor  613 . 
         [0050]    A coin payout opening  731 , through which coins are paid out from a coin storage provided in the side unit  60 , and a coin receiving section, which receives the paid coins, are provided at positions beneath the table  71  and in front of the sidearm. The coin receiving section is provided with an unillustrated holder that retains a coin container. 
         [0051]      FIG. 3  is a block diagram showing a circuit configuration of the game system  1 . As shown in  FIG. 3 , eight player terminals  30   a - 30   h  and a sever  200  are connected together by a network  300  (e.g., a wireless LAN, or the like). The player terminals  30   b - 30   h,  shown in  FIG. 3 , are substantially equal in configuration to the player terminal  30   a.  Accordingly, the details of the player terminals  30   b - 30   h  are omitted in  FIG. 3 . 
         [0052]    The player terminal  30   a  includes the terminal controller  150 , the operation unit  72  connected to the terminal controller  150 ; the coin receiving section; and the coin payout opening  731 . The terminal controller  150  includes a terminal CPU  152  that serves as a processor capable of executing various computer programs; a terminal RAM  154  connected to the terminal CPU  152 ; a terminal ROM  156  connected to the terminal CPU  152 ; a terminal video controller  158  connected to the terminal CPU  152 ; a terminal audio controller  160  connected to the terminal CPU  152 ; and a terminal communication interface  162  connected to the terminal CPU  152 . 
         [0053]    The terminal CPU  152  performs various types of process in accordance with a program stored in the terminal ROM  156  and data stored in the terminal RAM  154 . Accordingly, the terminal CPU  152  serves as various types of means to be described later. 
         [0054]    The terminal RAM  154  stores various flags and values of variables and serves as a temporal storage area for the terminal CPU  152 . For instance, information about the side unit  60  to be operated by the player, information about an area owned by the player, and the like (terminal game information), are stored in the terminal RAM  154 . 
         [0055]    The terminal ROM  156  stores programs to be used for controlling the terminal  30  by the terminal CPU  152 , and various tables are also stored in the terminal ROM  156 . 
         [0056]    The terminal video controller  158  includes a video data processor (hereinafter abbreviated as a “VDP”); an image data ROM that stores various types of image data; a digital-to-analogue (D/A) converter for converting image data into an analogue image signal; and an initial reset circuit for generating a reset signal on power-up. The VDP is a device that includes circuits, such as a so-called sprite circuit, a screen circuit, and a palette circuit and which can perform various process operations for causing the terminal display  61  to display an image. In short, the VDP performs display control of the terminal display  61 . The VDP is also equipped with a storage medium (e.g., video RAM) serving as a buffer for displaying an image in a display area of the terminal display  61 . Image data are stored in a predetermined storage area of the storage medium, whereupon an image is displayed in the display area of the terminal display  61  at predetermined timing. 
         [0057]    Various image data, such as character image data, background image data, and presentation image data are separately stored in the image data ROM. As a matter of course, relevant image data showing relevant images are also stored in the image data ROM. 
         [0058]    In accordance with an image display command supplied from the terminal CPU  152 , the VDP reads, from the image data ROM, various types of image data, such as identification information image data for presentation purpose, background image data, and presentation image data; and generates image data to be displayed on the terminal display  61 . The VDP stores the thus-generated image data into a buffer such that image data are sequentially superimposed on the image data located in a rearward position, and supplies the image data to the D/A converter at predetermined timing. The D/A converter converts image data into an image signal and supplies this image signal to the terminal display  61 , thereby causing the terminal display  61  to display an image. 
         [0059]    The terminal audio controller  160  includes a sound source IC for controlling sound; sound data ROM which stores various pieces of sound data; and an amplifier (hereinafter abbreviated as “AMP”) for amplifying a sound signal. 
         [0060]    The sound source IC is connected to the terminal CPU  152 , the initial reset circuit, the sound data ROM, and the AMP. The sound source IC controls sound emitted from the speakers  75 . 
         [0061]    The terminal communication interface  162  is connected to the server  200  through the network  300 . The interface transmits a signal from the terminal CPU  152  to the server  200  and receives a signal transmitted from the server  200 , and transfers the thus-received signal to the terminal CPU  152 . 
         [0062]    The operation unit  72  is provided along a frame of the main body of the player terminal. When operated by the player, the operation unit  72  supplies the terminal controller  150  with a predetermined detection signal. 
         [0063]    The coin receiving section is provided along the frame of the main body of the terminal  30 . The coin receiving section has a coin detector. A game medium such as coins inserted into the coin receiving section is detected when passing by the coin detector. The coin receiving section transmits a detection signal responsive to the detected game medium to the terminal controller  150 . The coin detector may also be any detection device, such as an optical sensor and a proximity sensor. 
         [0064]    The coin payout opening  731  is provided along the main body of the terminal  30 . The coin payout opening  731  pays a game medium in accordance with a payout signal transmitted from the terminal controller  150 . 
         [0065]    The server  200  has a main controller  80 . The main controller  80  includes a server CPU  252  that serves as various execution means; a server RAM  254  connected to the server CPU  252 ; a server ROM  256  connected to the server CPU  252 ; a server image output circuit  268  connected to the server CPU  252 ; a server audio output circuit  260  connected to the server CPU  252 ; and a server communication interface  262  connected to the server CPU  252 . 
         [0066]    The server CPU  252  executes various process operations in accordance with a game program stored in this server ROM  256 . Thus, the server CPU  252  serves as various means to be described later. 
         [0067]    Various flags and values of variables are stored in the server RAM  254  that serves as a temporal storage area for the server CPU  252 . 
         [0068]    The server ROM  256  stores a game program for controlling the operation of the server  200  by the server CPU  252 ; for example a program for providing a horse-racing game. 
         [0069]    The server image output circuit  268  includes an image data processor (hereinafter abbreviated as a “VDP”); an image data ROM which stores various types of image data; a digital-to-analogue (D/A) converter for converting image data into an image signal; and an initial reset circuit for generating a reset signal on power-up. The VDP is a device which includes circuits, such as a so-called sprite circuit, a screen circuit, and a palette circuit and which can perform various process operations for causing the main display device  22  to display an image. In short, the VDP performs display control of the main display device  22 . The VDP is also equipped with a storage medium (e.g., video RAM) serving as a buffer for displaying an image in a display area of the main display device  22 . Image data are stored in a predetermined storage area of the storage medium, whereupon an image is displayed in the display area of the main display device  22  at predetermined timing. 
         [0070]    Various image data, such as character image data, background image data, and presentation image data are separately stored in the image data ROM. As a matter of course, relevant image data showing relevant images are also stored in the image data ROM. 
         [0071]    In accordance with an image display command supplied from the server CPU  252 , the VDP reads, from the image data ROM, various types of image data, such as identification information image data for presentation purpose, background image data, and presentation image data; and generates image data to be displayed on the main display device  22 . The VDP stores the thus-generated image data into a buffer such that image data are sequentially superimposed on the image data located in a rearward position, and supplies the image data to the D/A converter at predetermined timing. This D/A converter converts image data into an image signal and supplies this image signal to the main display device  22 , thereby causing the main display device  22  to display an image. 
         [0072]    The server audio output circuit  260  includes a sound source IC for controlling sound; a sound data ROM which stores various pieces of sound data; and an amplifier (hereinafter abbreviated as “AMP”) for amplifying a sound signal. 
         [0073]    The sound source IC is connected to the server CPU  252 , the initial reset circuit, the sound data ROM, and the AMP. The sound source IC controls sound emitted from the speakers  23 . 
         [0074]    The server communication interface  262  is connected to the player terminals  30  through the network  300 . The interface transmits a signal from the server CPU  252  to the plurality of player terminals  30   a - 30   h,  and receives signals transmitted from the plurality of player terminals  30   a - 30   h,  and transfers the thus-received signals to the terminal CPU  152 . 
         [0075]    In the game system  1 , the player terminals  30   a - 30   h  are connected to the server  200  through the network  300 . However, the player terminals  30   a - 30   h  may also be connected together through the network  300  without use of the server  200 . 
         [0076]      FIGS. 4 and 5  show an entry table stored in the server ROM  256 , in which the name, sex, and nation of each of horses entered in a race are described. Six to twenty horses are randomly selected from the entry table, and the thus-selected horses show up in the game. As shown in  FIG. 4 , for example, horse number  1  named “Isinglass” is a horse from England. Further, horse number  2  named “Alycidon” is a horse from England. Horse number  3  named “Val de Loir” is from France. Horse number  4  named “Vaguely Noble” is a horse from Ireland. Horse number  5  named “War Admiral” is a horse from US. Although unillustrated, a plurality of parameters indicating various capabilities for each of the respective horses are also described in the entry table. Example parameters include a pedigree, stamina, speed, a tactics (a face-to-face tactics, a runaway tactics, or the like), a favorite race (e.g., a sprint, a long-distance race, a steeplechase, and the like), and others. However, the parameters are not limited to these examples. 
         [0077]      FIG. 6  shows a Japan-hosted race table which describes races held in Japan and which is stored in the server ROM  256 . The race table stores data pertaining to races, such as the names of races, courses of the races, stakes for the first-to-third-place finishers, entry conditions, and the number of entries. Moreover, in relation to the races held in Japan, the amounts of stakes are expressed in Yen. As shown in  FIG. 6 , for example, the course of the Tenno-Sho (spring) is located in Kyoto, and the distance of the course is 3200 meters. Stakes for the first are 13200 yen; stakes for the second are 5300 yen; and stakes for the third are 3300 yen. An entry condition is an old horse, and the number of entries is; for example, 17. The course of the Shuka-Sho is located in Kyoto, and the distance of the course is 2000 meters. Stakes for the first are 8900 yen; stakes for the second are 3600 yen; and stakes for the third are 2200 yen. An entry condition is a three-year-old mare, and the number of entries is; for example, 18. The course of the Kikuka-sho is located in Kyoto, and the distance of the course is 3000 meters. Stakes for the first are 11200 yen; stakes for the second are 4500 yen; and stakes for the third are 2800 yen. An entry condition is a three-year-old horse, and the number of entries is; for example, 16. The course of the Queen Elizabeth Cup is located in Kyoto, and the distance of the course is 2200 meters. Stakes for the first are 10000 yen; stakes for the second are 4000 yen; and stakes for the third are 2500 yen. An entry condition is a three-year-old mare, and the number of entries is; for example, 18. Thus, various pieces of information about races held in Japan are stored. 
         [0078]      FIG. 7  shows a France-hosted race table that describes races held in France and is stored in the server ROM  256 . The France-hosted race table stores data pertaining to races, such as the names of races, courses of the races, stakes for the first-to-third-place finishers, entry conditions, and the number of entries. The amounts of stakes are expressed in Euro in connection with the races held in France. As shown in  FIG. 7 , for example, the course of the Prix Renaud du Vivier is located in Auteuil, and the distance of the course is 4100-meter hurdles. Stakes for the first are 112,500 Euro; stakes for the second are 55,000 Euro; and stakes for the third are 32,500 Euro. An entry condition is a four-year-old thoroughbred, and the number of entries is; for example, 10. The course of Criterium de Saint-Cloud is located in Saint Cloud, and the distance of the course is 2000 meters. Stakes for the first are 114,280 Euro; stakes for the second are 45,720 Euro; and stakes for the third are 22,860 Euro. An entry condition is a two-year-old thoroughbred, and the number of entries is; for example, 5. The course of Prix Cambacere is located in Auteuil, and the distance of the course is 3600-meter hurdles. Stakes for the first are 112,500 Euro; stakes for the second are 55,000 Euro; and stakes for the third are 32,500 Euro. An entry condition is a three-year-old thoroughbred, and the number of entries is; for example, 10. The course of Prix Maurice Caillault is located in Auteuil, and the distance of the course is a 4400-meter steeplechase. Stakes for the first are 135,000 Euro; stakes for the second are 66,000 Euro; and stakes for the third are 39,000 Euro. An entry condition is a four-year-old thoroughbred, and the number of entries is; for example, 11. Thus, various pieces of information about races held in France are stored. 
         [0079]      FIG. 8  shows a Dubai-hosted race table that describes races held in the UAE (Dubai) and which is stored in the server ROM  256 . The Dubai-hosted race table stores data pertaining to races, such as the names of races, courses of the races, stakes for the first-to-third-place finishers, entry conditions, and the number of entries. The amounts of stakes are expressed in dollars in connection with the races held in Dubai. As shown in  FIG. 8 , for example, the course of Dubai World Cup is located in Nad Al Sheba, and the distance of the course is 2000 meters. Stakes for the first are 3,600,000 dollars; stakes for the second are 1,200,000 dollars; and stakes for the third are 600,000 dollars. An entry condition is a thoroughbred of four years old or more (a thoroughbred which is three years old or more and which was bread in the Southern Hemisphere), and the number of entries is; for example, 12. The course of Dubai Duty Free is located in Nad Al Sheba, and the distance of the course is 1777 meters. Stakes for the first are 3,000,000 dollars; stakes for the second are 1,000,000 dollars; and stakes for the third are 500,000 dollars. An entry condition is a thoroughbred of four years old or more and which was bread in the Northern Hemisphere (a thoroughbred which is three years old or more and which was bread in the Southern Hemisphere), and the number of entries is; for example, 14. The course of Dubai Sheema Classic is located in Nad Al Sheba, and the distance of the course is 2400 meters. Stakes for the first are 3,000,000 dollars; stakes for the second are 1,000,000 dollars; and stakes for the third are 500,000 dollars. An entry condition is a thoroughbred of four years old or more, and the number of entries is; for example, 11. The course of Dubai Golden Shaheen is located in Nad Al Sheba, and the distance of the course is 1200 meters. Stakes for the first are 1,200,000 dollars; stakes for the second are 400,000 dollars; and stakes for the third are 200,000 dollars. An entry condition is a three-year-old thoroughbred, and the number of entries is; for example, 11. Thus, various pieces of information about races held in Dubai are stored. 
         [0080]      FIG. 9  shows an UK-hosted race table which shows races held in United Kingdom and which is stored in the server ROM  256 . The UK-hosted race table stores data pertaining to races, such as the names of races, courses of the races, stakes for the first-to-third-place finishers, entry conditions, and the number of entries. In connection with the races held in England, the amounts of stakes are expressed in pounds, and a distance is expressed in miles. As shown in  FIG. 9 , for example, the course of Racing Post Trophy is located in Doncaster, and the distance of the course is one mile. Stakes for the first are 120,000 pounds; stakes for the second are 46,000 pounds; and stakes for the third are 23,000 pounds. An entry condition is a two-year-old thoroughbred mare, and the number of entries is; for example, 8. The course of Champion stakes is located in Newmarket, and the distance of the course is 10 furlongs. Stakes for the first are 215,064 pounds; stakes for the second are 81,576 pounds; and stakes for the third are 40,788 pounds. An entry condition is a thoroughbred of three years old or more, and the number of entries is; for example, 11. The course of Dewhurst Stakes is located in Newmarket, and the distance of the course is seven furlongs. Stakes for the first are 152,772 pounds; stakes for the second are 57,948 pounds; and stakes for the third are 28,974 pounds. An entry condition is a two-year-old thoroughbred, and the number of entries is; for example, 9. The course of Sun Chariot Stakes is located in Newmarket, and the distance of the course is one mile. Stakes for the first are 116,000 pounds; stakes for the second are 44,000 pounds; and stakes for the third are 22,000 pounds. An entry condition is a thoroughbred mare of three years old or more, and the number of entries is; for example, 5. Thus, various pieces of information about races held in England are stored. 
         [0081]    Herein, the race tables pertaining to the races held in Japan, France, Dubai, and United Kingdom are described. However, the game system  1  may be configured to store race tables pertaining to races held in other countries, such as Hong Kong, Italy, or the like. 
         [0082]      FIG. 10  shows an example of an exchange rate table. As shown in  FIG. 10 , one yen is converted into; for example, 0.00848 dollars, 0.00668 Euro, and 0.00453 pounds. One dollar converted into 117.88 yen, 0.7877 Euro, and 0.5335 pounds. One Euro is converted into 149.6889 yen, 1.26952 dollars, and 0.67729 pounds. One pound is converted into 220.9146 yen, 1.87441 dollars, and 1.47648 Euro. For instance, when a Japanese player enters any of the races held in Dubai, the player acquires stakes in dollars and hence receives the stakes according to this exchange rate table. When the player bets on any of the races held in Dubai, an award is determined in dollars. The award that is actually paid out changes according to this exchange rate. 
         [0083]      FIG. 11  shows an example of a popularity table stored in the server ROM  256 . As shown in  FIG. 11 , when the percentage of popularity based on all of predictions input respectively by each of the players who participate in the game falls within a range from 0% to 20%, a game condition A (e.g., a racetrack which poses difficult to the horse) is selected. When the percentage of popularity falls within a range from 21% to 50%, a game condition B (e.g., a weather which poses difficulty to the horse) is selected. When the percentage of popularity falls within a range from 51% to 74%, a game condition C (e.g., the horse gains weight) is selected. When the percentage of popularity falls within a range from 75% to 100%, a game condition D (e.g., an increase in the number of jockeys) is selected. 
         [0084]      FIG. 12  is a descriptive view showing an example of a payout ratio table stored in the server ROM  256 . The ratio of amount to be paid out changes according to a game result. When a game result is achievement of a win by ten lengths, the ratio of payout comes to 100%. When the game result is achievement of a win by five lengths, the ratio of payout comes to 50%. When the game result is achievement of a win by three lengths, the ratio of payout comes to 20%. When the game result is achievement of a win by two lengths, the ratio of payout comes to 10%. As mentioned above, the server ROM  256  is an example of game condition storage unit which stores game conditions including award data and game result influence data affecting a game result. Although the embodiment has described example game results and example ratios of awards, the present invention is not limited to these examples. Other game results and ratios of awards may also be adopted. 
         [0085]      FIG. 13  is a flowchart showing a main process of the game provided by the game system  1 . 
         [0086]    When the main process is started, a player seating process is performed in step S 1 . In step S 1 , the server CPU  252  performs the player seating process for initializing a variety of variables and flags in response to seating of the player in the terminal  30 . When the process in step S 1  is completed, the process proceeds to step S 2 . 
         [0087]    In step S 2 , the server CPU  252  performs an insertion process in response to the player having inserted a coin into the coin insertion slot  732 . The insertion process will be described later. When the process in step S 2  is completed, the process proceeds to step S 3 . As mentioned above, the coin insertion slot  732  is an example of game medium input unit by way of which each of the players inserts a game medium by means of making predictions. 
         [0088]    In step S 3 , the server CPU  252  performs a process for unlocking a monitor and a seat. When the process in step S 3  is completed, the process proceeds to step S 4 . 
         [0089]    In step S 4 , the server CPU  252  performs process for adjusting the monitor and the seat. When the process in step S 4  is completed, the process proceeds to step S 5 . 
         [0090]    In step S 5  the server CPU  252  performs a game execution process. The game execution process will be described later. When the process in step S 5  is completed, the process proceeds to step S 6 . As mentioned above, the CPU  252  serves as a game execution controller for controlling execution of a common game. 
         [0091]    In step S 6 , the server CPU  252  performs a payout process for paying out a game medium, such as coins, from a coin payout opening  731 . The payout process will be described later. When the process in step S 6  is completed, the process proceeds to step S 7 . As mentioned above, the coin payout opening  731  serves as a payout unit for paying out a game medium according to an award for a game result. 
         [0092]    In step S 7 , the server CPU  252  performs process for retracting a monitor and initializing a seat. When the process in step S 7  is completed, the main game process is terminated. 
         [0093]    A subroutine executed in step S 3  shown in  FIG. 13  will be described by reference to  FIG. 14 . 
         [0094]    In step S 210 , a game medium count determination process is performed. During this process, the server CPU  252  receives a signal transmitted from the terminal  30  in response to detection of a game medium, such as a coin, inserted into the coin insertion opening  732  of each of the game player terminals  30 . In accordance with the received signal, the server CPU  252  performs process for determining which one of the player terminals  30  has received inserted game mediums and for determining the amounts (number) of inserted game medium; namely, game medium count determination process. When the process is completed, the process proceeds to step S 212 . The coin insertion slot  732  serves as a game medium input unit that allows the player to input a game medium. 
         [0095]    In step S 212 , the server CPU  252  performs a deposit game medium count storage process. In this process, the server CPU  252  stores into the server RAM  254  the number of game mediums inserted in each of the player terminals  30  determined in step S 210 . The server CPU  252  also stores into the server RAM  254 , as a deposit game medium count, a predetermined proportion (e.g., 10% or the like) of total number of game mediums inserted in all of the player terminals  30 . When the process is completed, the process proceeds to step S 214 . The server RAM  254  is an example of deposit game medium count storage unit that stores the deposit game medium count that describes the predetermined proportion of total number of game mediums inserted into the game medium input unit (all of the player terminals  30 ). In the embodiment, 10% is described by way of example of a predetermined proportion. However, the predetermined proportion is not limited to this value. Other proportion; for example, 5%, 15%, 20%, 25%, and 30%, may also be adopted. 
         [0096]    In step S 214 , the server CPU  252  performs a process for determining whether or not the deposit game medium count is equal to or greater than a predetermined number (predetermined count). After this process, the server CPU  252  proceeds the process to S 218  when determined that the deposit game medium count stored in step S 212  is equal to or greater than a predetermined number. The server CPU  252  proceeds the process to step S 216  when determined that the game medium is less than the predetermined number. As described herein, the server CPU  252  serves as an example of a deposit game medium count determination unit that determines whether or not the deposit game medium count stored in the deposit game medium count storage unit is equal to or greater than a predetermined number. 
         [0097]    In step S 216 , process for setting 0 on a predetermined condition flag is performed. During this process, the server CPU  252  performs process for setting 0 on the predetermined condition flag stored in the server RAM  254 . When process is completed, this subroutine is terminated. 
         [0098]    In step S 218 , process for setting one on a predetermined condition flag is performed. During process, the server CPU  252  performs process for setting one on a predetermined condition flag stored in the server RAM  254 . When the process is completed, this subroutine is terminated. 
         [0099]    The subroutine executed in step S 5  shown in  FIG. 13  is described by reference to  FIG. 15 . 
         [0100]    In step S 510 , the server CPU  252  performs a process for preliminarily selecting a game condition used for a current game from a plurality of game conditions stored in the server ROM  256 , in accordance with the result of a previous game stored in the server RAM  254 . More specifically, when the Arab horse, such as a Godolphin Arabian, has won a previous race of the horseracing game, there is performed process for: selecting the Dubai-hosted race table (see  FIG. 8 ) as a game condition; selecting a race used for the current game from the Dubai-hosted race table; and storing the selected race into the server RAM  254 . Moreover, the server CPU  252  selects horses to be employed in the current game from an entry table of horses (see  FIGS. 4 and 5 ). For instance, when the Dubai World Cup has been selected, 12 horses are selected. Moreover, when an oversea race table [e.g., Dubai-hosted race table (see  FIG. 8 ) or the like] has been selected, the server CPU  252  sets one on an exchange flag and stores the flag into the server RAM  254 . When the process is completed, process proceeds to step S 512 . As mentioned above, the server CPU  252  is an example of game condition selection unit which selects a game condition for the next common game from the plurality of game conditions, in accordance with a result of a game executed by the game execution controller. 
         [0101]    In the embodiment, the race sites and the horses are described by way of example of the game condition to be selected. However, other types of game conditions may also be adopted in the game system  1 . 
         [0102]    In step S 512 , a game condition presentation image display process is performed. During this process, the server CPU  252  selects from the server ROM  256  data for use in displaying a game condition presentation image in accordance with the game condition selected in step S 514 ; stores the thus-selected data into the server RAM  254 ; and transmits the selected data to the server image output circuit  268 . In accordance with the data sent from the server CPU  252  for use in displaying the game condition presentation image, the VDP in the server image output circuit  268  reads from the image data ROM various pieces of image data, such as background image data and presentation image data; superimposes the thus-read pieces of image data one on top of the other; and displays the resultant image in a display area  22 A of the main display device  22 . More specifically, an image of the race site and images of horses participating in the race are displayed. When the process is completed, process proceeds to step S 514 . As mentioned above, the server image output circuit  268  serves as a display controller which controls displaying of a presentation image compliant with the game condition selected by the game condition selection unit. 
         [0103]    Instep S 514 , the server CPU  252  performs a prediction input process for receiving a prediction input by means of a prediction data signal transmitted from the terminal  30  in accordance with a prediction input by the player through the operation unit  72 . When the process is completed, the process proceeds to step S 516 . The operation unit  72  serves as a prediction input unit by way which each of the players inputs a prediction about a game result. 
         [0104]    In the game system  1  according to the embodiment, when the player inputs the prediction, at least a part of the game medium (coins, tokens, or credits) input to the game player terminal  30  in which the player is seated, is consumed. 
         [0105]    In step S 516 , the server CPU  252  performs a prediction data storage process for storing, into the server RAM  254 , the prediction data determined from the prediction data signal received in step S 516 . When the process is completed, process proceeds to step S 518 . The server RAM  254  serves as a prediction storage unit which stores prediction data compliance with a prediction input by the prediction input unit. 
         [0106]    In step S 518 , the server CPU  252  performs a prediction data percentage determination process for determining the percentage of prediction data stored in the server RAM  254 . More specifically, the server CPU  252  performs process for determining whether or not the popularity of a certain horse has exceeded a predetermined percentage in accordance with prediction data, by reference to a popularity table (see  FIG. 11 ) stored in the server ROM  256 . When the process is completed, process proceeds to step S 520 . The server CPU  252  serves as a determination unit which determines whether or not specific prediction data among a plurality of pieces of prediction data stored in the prediction storage unit are stored in a predetermined percentage or more. The server CPU  252  serves as a determination unit which determines the prediction data stored in the prediction storage unit. 
         [0107]    In step S 520 , a game condition selection process is performed. During process, the server CPU  252  performs process for selecting a game condition in accordance with a determination rendered in step S 518 . More specifically, the server CPU  252  refers to the popularity table (see  FIG. 11 ) stored in the server ROM  256 . When the percentage of popularity falls within a range from 75% to 100%, the CPU selects a game condition D (e.g., an increase in the number of jockeys). When the process is completed, process proceeds to step S 522 . 
         [0108]    As mentioned above, the server CPU  252  is an example game condition selection unit which selects one game condition from a plurality of game conditions stored in the game condition storage unit in accordance with the prediction data stored in the prediction storage unit. As mentioned above, the server CPU  252  is an example of game condition selection unit which selects a game condition from a plurality of game conditions stored in the game condition storage unit. As mentioned above, the server CPU  252  is an example of game condition selection which selects a predetermined game condition from a plurality of game conditions in accordance with a result of determination rendered by the deposit game medium count determination unit. As mentioned above, the server CPU  252  is an example of game condition selection unit which selects a predetermined game condition from the plurality of game conditions, in accordance with a result of determination rendered by the deposit game medium count determination unit. As mentioned above, the server CPU  252  is an example of game condition selection unit for selecting a special game status having game result influence data which make a game result achieved from specific prediction data more disadvantageous than game results achieved from the other prediction data, in accordance with a determination result of the determination unit. As mentioned above, the server ROM  256  is an example of game condition storage unit which stores a plurality of game conditions for the common game. 
         [0109]    In the embodiment, game conditions are selected such that a certain horse becomes disadvantageous. However, the game system  1  may be configured that the game conditions is selected such that a certain horse becomes advantageous. In this case, getting on the bandwagon becomes more definite, and the betting rate of an unpopular horse is increased, thereby enabling enhancement of the players&#39; pleasure to aim at the jackpot. 
         [0110]    In step S 522 , game condition setting process is performed. During process, the server CPU  252  performs process for setting a game condition selected in step S 520  and storing the thus-set game condition into the server RAM  254 . When the process is completed, process proceeds to step S 524 . Thus, the server CPU  252  is an example of game execution controller which executes a game compliant with the predetermined game condition selected by the game condition selection unit. The server CPU  252  is an example of game execution controller which controls execution of a common game in accordance with the game condition selected by the game condition selection unit. Moreover, the server ROM  256  is an example of a game condition storage unit which stores game conditions including award data and game result influence data affecting game results. 
         [0111]    In step S 524 , there is performed process for determining whether or not input of prediction data is completed. During process, when the server CPU  252  has determined completion of a predetermined input period (e.g., 60 seconds) and the input of prediction data, process proceeds to step S 526 . When the input of prediction data is determined not to be completed, process proceeds to step S 514 . 
         [0112]    In step S 526 , the server CPU  252  performs process for generating random numbers for use in a game (e.g., numbers from 0 to 65535). The CPU  252  proceeds the process to step S 528  when step S 526  is completed. 
         [0113]    In step S 528 , a game result table reference process is performed. During process, the server CPU  252  performs process referring to the game result table stored in the server ROM  256  by use of the random number generated in step S 526 . More specifically, the server CPU  252  refers to the game result table by means of taking, as a variable, the game condition selected in step S 510  or S 520  and set in step S 522 , thereby determining game results (e.g., the ranks of the horses, development of a race, and the like). When the process is completed, process proceeds to step S 530 . Thus, the server CPU  252  is an example of game execution controller which executes a common game compliant with the game condition selected by the game condition selection unit. 
         [0114]    In step S 530 , a presentation image display process is performed. During this process, the server CPU  252  selects, from the server ROM  256 , data for use in displaying a presentation image; stores the thus-selected data into the server RAM  254 ; and transmits the data to the server image output circuit  268 . In accordance with the data sent from the server CPU  252  for use in displaying the presentation image, the VDP in the server image output circuit  268  reads from the image data ROM various pieces of image data, such as background image data and presentation image data; superimposes the thus-read pieces of image data one on top of the other; and displays the resultant image in the display area  22 A of the main display device  22 . When process is completed, this subroutine is terminated. As mentioned above, the main display device  22  is an example of display unit for displaying a common game in the form of a presentation image. Thus, the server image output circuit  268  is an example of display controller which controls displaying of a presentation image performed by the display unit. 
         [0115]    The sub-routine executed in step S 6  shown in  FIG. 13  is described in detail by reference to  FIG. 16 . 
         [0116]    In step S 610 , a process for determining whether or not the exchange rate flag assumes a value of one. During this process, when determining that the exchange rte flag stored in the server RAM  254  assumes a value of one, the server CPU  252  proceeds the process to step S 612 . When not determining that the exchange rate flag assumes a value of one, the server CPU  252  proceeds the process to step S 614 . Thus, the server CPU  252  is an example of payout controller which controls payment of a game medium conforming to the exchange rate of the game condition selected by the game condition selection unit in connection with the award corresponding to the game result. 
         [0117]    Instep S 612 , exchange rate reference process is performed. During process, the server CPU  252  stores an exchange rate (e.g., a rate of exchange of a dollar to a yen in the case of the Dubai World Cup) into the server RAM  254 , by reference to the exchange rate table (see  FIG. 10 ) stored in the server ROM  256 . When the process is completed, process proceeds to step S 614 . As mentioned above, the server ROM  256  is an example of game condition storage unit which stores a game condition having exchange rates for respective game conditions. The server CPU  252  is an example of payout controller which performs control operation for paying game mediums conforming to the exchange rate of the game condition selected by the game condition selection unit in connection with the award corresponding to the game result. Although the embodiment has described that the exchange rates are stored in the ROM, the present invention is not limited to the embodiment. The exchange rates may also be stored in RAM, and the exchange rates may also be updated. For instance, a game closer to an actual environment can be provided as a result of exchange rates being changed day by day. 
         [0118]    In step S 614 , there is performed process for determining whether or not a special game status flag is “1”. When the server CPU  252  determines that the special game status flag stored in the server RAM  254  is “1”, the process proceeds to step S 616 . When the CPU  252  determines that the special game status flag is not “1”, the process proceeds to step S 618 . 
         [0119]    In step S 616 , a special game result determination process is performed. During this process, the server CPU  252  performs process for determining a result of a special game in accordance with a random number generated in step S 526 . More specifically, the server CPU  252  determines the result of a special game in accordance with the random number generated in step S 526 ; determines a payout ratio from the result of this special game by reference to the payout ratio table (see  FIG. 12 ); and stores the thus-determined payout ratio into the server RAM  254 . When the process is completed, process proceeds to step S 618 . As mentioned above, the server CPU  252  is an example of payout controller which, when the game execution controller has executed a game compliant with the predetermined game condition and when a special game result is obtained in the game, performs control operation for paying out a predetermined number of game mediums from the deposit game medium count stored in the deposit game medium count storage unit. Thus, the server CPU  252  serves as an example of a payout controller that, when the game execution controller provides a game compliant with the predetermined game condition, performs control operation for paying out the number of game mediums corresponding to the result of the game from the deposit game medium count stored in the deposit game medium count storage unit. Although the embodiment is described that a reference is made to the random number generated in step S 526 , the game system  1  may be configured that other random number may also be generated. 
         [0120]    In step S 618 , an award data reference process is performed. During this process, the server CPU  252  performs process for storing an award by reference to the award table in accordance with the random number generated in step S 526 . When the process is completed, process proceeds to step S 620 . The server CPU  252  is an example of payout controller which performs control operation for paying a game medium corresponding to the game result, by reference to the award data compliant with the game condition selected by the game condition selection unit. Further, the server ROM  256  is an example of game condition storage unit which stores a plurality of game conditions having award data corresponding to a game result for each of the game conditions. The server ROM  256  is an example of game condition storage unit which stores a game condition including award data and game result influence data affecting game results. 
         [0121]    In step S 620 , the server CPU  252  performs a payout count determination process. The server CPU  252  performs process for determining payout data corresponding to the amount of a payout for each of the player terminals by means of taking, as a variable, a payout ratio determined from a result of a special game or an award determined in step S 618 ; and for storing the thus-determined ward in the server RAM  254 . When the process is completed, process proceeds to step S 622 . The server CPU  252  serves as an example of a payout controller that performs control operation for paying out a game medium corresponding to an exchange rate of the game condition selected by the game condition selection unit in connection with the award corresponding to the game result. The server CPU  252  serves as an example of a payout controller that, when the game execution controller executes a game compliant with the predetermined game condition and when a special game result is obtained in the game, performs control operation for paying out a predetermined number of game mediums from the deposit game medium count stored in the deposit game medium count storage unit. The server CPU  252  serves as an example of a payout controller that, when the game execution controller provides a game compliant with the predetermined game condition, performs control operation for paying the number of game mediums corresponding to the result of the game from the deposit game medium count stored in the deposit game medium count storage unit. 
         [0122]    In step S 622 , a payout device drive process is performed. During process, the server CPU  252  transmits, to each of the player terminals  30 , a payout signal originating from the payout data stored in each of the player terminals  30  in step S 620 . In accordance with the received payout signal, the terminal CPU  152  of each of the player terminals  30  pays the game medium (e.g., coins) from the coin payout opening  731 . When process is completed, the subroutine is terminated. Thus, the server CPU  252  is an example of payout controller which control payment of a game medium compliant with an award corresponding to the game result. 
         [0123]    An example of a help screen displayed on the terminal display  61  is shown in  FIG. 17 . As shown in  FIG. 17 , WIN is a ticket for betting on a horse which will come first in a race. SHOW is a ticket for betting on horses which will come first to third in a race. BRACKET-QUINELLA is a ticket for betting on combination of bracket numbers assigned to horses which will come first and second in a race. QUINELLA is a ticket for betting on a combination of horses which will come first and second or second and first. EXACTA is a ticket for betting on numbers assigned to horses which will come first and second in exact order. QUINELLA-PLACE is a ticket for betting on a combination of horses which will come first and second (or second and first), a combination of horses which will come first and third (or third and first), and a combination of horses which will come second and third (or third and second). TRIO is a ticket for betting on numbers assigned to horses which will come first, second, and third without specifying their order of finishing. Displaying these help screens enables provision of a game system by means of which even a beginner player can enjoy a game. Thus, the terminal display  61  is an example of auxiliary display unit for displaying a player assist screen. 
         [0124]      FIG. 18  is an example of a display screen showing that horseracing is being performed. Horseracing is being performed in the display area  22 A. Character images  90 A to  90 D (e.g., racehorses respectively assigned numbers) are displayed in the display area  22 A. 
         [0125]      FIG. 19  is an example of a display screen showing the area near a goal. Horseracing is being performed in the display area  22 A. The display area  22 A displays a character image  90 A (e.g., a racehorse assigned No.  8 ). The character image  90 A has arrived at the goal and won a prize. Further, a character image  90 B (e.g., a character image of a racehorse) is displayed behind the character image  90 A in the display area  22 A. In the display area  22 A, a character image  90 C (e.g., a character image of a racehorse assigned No.  2 ) is displayed behind the character image  90 A in the display area  22 A. A character image  90 D (e.g., a character image of a racehorse assigned No.  5 ) is displayed behind the character image  90 A in the display area  22 A. In this case, the character image  90 A has won a prize. For instance, the player who has made a bet on the character image  90 A can acquire a predetermined payout. 
         [0126]      FIG. 20  is a display screen showing that a race is being performed while a game status is selected according to the result of the previous game. For instance, a display screen achieved when an Arab horse won a prize in the previous game is provided. A background image  90 F (a character image of; e.g., a desert) showing that the race is held in the game status Dubai according to the result of the previous game. Further, the character images  90 A to  90 D (e.g., the racehorses assigned numbers) are displayed in the display area  22 A. 
         [0127]      FIG. 21  is a display screen showing the area near the goal when a game is being performed under a specific game condition. Horseracing is being performed in the display area  22 A. The character image  90 A (e.g., a racehorse assigned No.  8 ) is displayed in the display area  22 A. The character image  90 A won a prize by three lengths over the character image B running behind the character image  90 A. Moreover, the character image  90 B (e.g., a character image of a racehorse assigned No.  7 ) is displayed behind the character image  90 A in the display area  22 A. A character image  90 C (e.g., a character image of a racehorse assigned No.  2 ) is displayed behind the character image  90 A in the display area  22 A. Further, a character image  90 D (e.g., a character image of a racehorse assigned No.  5 ) is displayed behind the character image  90 A in the display area  22   a.  In the display area  22 A, a character image E (e.g., a character image of a goal) is displayed. As mentioned above, when the horse has won a prize by three lengths in a specific game, a predetermined award (see  FIG. 12 ) is paid out. 
         [0128]      FIG. 22  is a display screen showing that a race in which a game status has changed according to a prediction is being performed. Horseracing is being performed in the display area  22 A. The character images  90 A to  90 D (e.g., racehorses respectively assigned numbers) are displayed in the display area  22 A. The display area  22 A shows the character image  90 G (e.g., a character image of rain). Appearance  6 f the character image  90 G shows worsening of the game condition for the horses that are weak in rain. 
         [0129]      FIG. 23  is an example of a display screen showing that the race in which game status has changed according to a prediction is being performed. Horseracing is being performed in the display area  22 A. The character image  90 A (e.g., a racehorse which is running while carrying three jockeys and which is assigned No.  8 ) is displayed in the display area  22 A. The racehorse carrying a plurality of jockeys shows worsening of the game condition for the character image  90 A. The character image  90 B (e.g., a character image of a racehorse assigned No.  7 ) is displayed behind the character image  90 A in the display area  22 A. The character image  90 C (e.g., a character image of a racehorse assigned No.  2 ) is displayed behind the character image  90 A in the display area  22 A. The character image  90 D (e.g., a character image of a racehorse assigned No.  5 ) is displayed behind the character image  90 A in the display area  22 A. 
         [0130]    As described above with reference to the embodiment, according to a result of execution of the game, a game condition for the next common game is selected from the plurality of game conditions in accordance with a result of execution of a game, and a presentation image corresponding to the selected game condition is displayed. For instance, when an Arab horse, such as a Darley Arabian, has won a prize in a horseracing game system, an image of the Nad Al Sheba Racecourse located in Dubai is displayed as the site for the next race. As mentioned above, a background image of the type determined according to a result of the game is displayed as a portion of a presentation image for the next game, thereby enabling the players to enjoy a game to a much greater extent. Therefore, there is provided a game system that provides a game in which a presentation image changes according to a progress in a game in order to cause the players to further enjoy the game. 
         [0131]    Moreover, as mentioned above, award data corresponding to a result of the game for each game condition are provided. A game medium corresponding to a result of the game is paid by reference to the award data. The horseracing game system can be arranged such that awards change according to the type of a displayed background image; for example, awards increase as a result of appearance of, as a background image, France where Prix de l&#39;Arc de Triomphe is held or UAE where the Dubai World Cup is held. Therefore, there can be provided a game system in which a presentation image changes according to a progress in game in order to make players enjoy to a much greater extent. 
         [0132]    Further, as mentioned above, a game medium conforming to an exchange rate of a selected game condition is paid in connection with the award corresponding to a result of the game. In the case where the selected game condition is the Prix de l&#39;Arc de Triomphe of France, the horseracing game system selects, as an exchange rate, an exchange rate between a franc and a yen. For instance, provided that an award is 100 franc, an award of game medium matching the exchange rate is paid. Thus, a background image of displayed type and an exchange rate are set according to a game condition. An award can be paid according to the set exchange rate. Therefore, there can be provided a game system in which a presentation image changes according to a progress in game in order to make players enjoy to a much greater extent. 
         [0133]    In the above description of the embodiment, it is described that the game system  1  is configured to allow the players to “input” the game medium into the player terminals  30  (game medium input unit), more specifically, into the coin insertion slot  732 , at the insertion process (step S 2 ), and that the player&#39;s prediction (bet) is made in the game execution process (step S 5 ). In the game system  1  described as the embodiment, the deposit game medium count is determined as a predetermined proportion of the total number of the game medium “input” into all of the player terminals  30 . 
         [0134]    However, the game system  1  may alternatively be configured that the deposit game medium count is determined as a predetermined proportion of the total number of the game medium (coins, medals, or credits) being bet (predicted) in all of the player terminals  30  by each of the players for each round of the game. When the game system  1  is thus configured, the input of the predictions (bet) into each of the player terminals  30  is considered as the “input” of the game medium. 
         [0135]    The present invention is not limited to the previously-described embodiment. The game system according to the present invention may be applied with various improvements or alterations without departing from the scope of the claimed invention. 
         [0136]    As described above, there is provided a game system that provides a game in which a background image of a type determined in accordance with a result of the game is displayed according to a result of the game as a portion of a presentation image for the next game, thereby enabling players to enjoy a game to a much greater extent, and there can be provided a game system in which a presentation image changes according to a progress in game in order to make players enjoy a game to a much greater extent.