Patent Publication Number: US-2009233690-A1

Title: Gaming Machine

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is based upon and claims a priority from the U.S. provisional Patent Application No. 61/035,904 filed on Mar. 12, 2008, the entire contents thereof are incorporated herein by reference. 
    
    
     BACKGROUND 
     1. Technical Field 
     A gaming machine according to one or more aspect of the present invention relates to a gaming machine that can execute a first game and second game, and, in particular, to a gaming machine that can output an answer to a player. 
     2. Description of Related Art 
     Conventionally, conversation control devices that output an answer or response according to speech have been known. For example, these conversation control devices are described in United States Patent Application Publication No. 2007/0094004A1 specification, United States Patent Application Publication No. 2007/0094005A1 specification, United States Patent Application Publication No. 2007/0094006A1 specification, United States Patent Application Publication No. 2007/0094007A1 specification, United States Patent Application Publication No. 2007/0094008A1 specification or United States Patent Application Publication No. 2007/0033040A1 specification. 
     Additionally, globalization of game arcades, such as casinos, etc., where gaming machines are installed has been progressing. The progress of globalization has led to the situation in game arcades such as casinos, etc., in which players who speak various kinds of languages exist. 
     Now when players play games with gaming machines, they consider various kinds of information. In particular, information of game history, etc., is very important “information” for players when playing games. Then, gaming machines offer information of game history, etc., to players in certain languages. 
     Due to the progress of globalization in game arcades, a gaming machine whereby players who speak various kinds of languages can acquire information of game history, etc., is demanded. In addition, the information of game history, etc., varies at any time depending on the situation in which a game is executed, etc. 
     In this respect, the aforementioned conversation control devices output preset answer statements in a predetermined language, according to speech of players. Thus, the conversation control devices could not quickly cope with diversity of languages and variance of situations. In fact, even if a gaming machine was equipped with the conversation control device, it was still difficult for the gaming machine to offer the information related to game history, etc., to everyone in an appropriate manner. 
     It is an object of the present invention to provide a gaming machine that enables execution of a game having a game feature that could not be realized in the prior art described above, and that can provide everyone with information based on game history, etc. 
     SUMMARY 
     To achieve the aforementioned object, a gaming machine according to one or more aspects of the present invention comprises a memory device, an output device, an input device, a speech recognition device, a character conversion device, a speech conversion device, and a processor. Then, the gaming machine executes a first game. If a predetermined condition is satisfied in the first game, the gaming machine executes a second game consisting of a plurality of unit free games. 
     In the second game, the gaming machine presents a plurality of options to the player every time when the unit free game is executed predetermined times. The gaming machine accepts the player&#39;s speech input to the input device. Based on the input player&#39;s speech, the gaming machine identifies a language to be output to the player. Then, the gaming machine outputs conversation information on the game history related to the presented plurality of options, according to the identified language. Hence, the gaming machine can reliably provide information on game history to players who speak different kinds of languages. Then, the gaming machine awards a prize corresponding to a selected option. With this, the gaming machine enables players speaking different kinds of languages to fully enjoy games related to the gaming machine. 
     A gaming machine according to one or more aspects of the present invention comprises a memory device, an output device, an input device, a speech recognition device, a character conversion device, a speech conversion device, and a processor. Then, the gaming machine executes a first game. If a predetermined condition is satisfied in the first game, the gaming machine executes a second game. 
     In the second game, the gaming machine presents a plurality of options to the player every time when the unit free game is executed predetermined times. This plurality of options is associated with any of the first prize content indicating that the execution of the second game is continued or the second prize content indicating the termination of the second game respectively. In this second game, the gaming machine accepts the player&#39;s speech input to the input device. Based on the input player&#39;s speech, the gaming machine identifies a language to be output to the player. The gaming machine calculates the probability that the first prize is associated with the option, based on the game history information. the gaming machine extracts conversation information on the game history associated with the calculated probability. Then, the gaming machine outputs conversation information on the extracted game history according to the identified language. Hence, the gaming machine can reliably provide information on game history to players who speak different kinds of languages. With this, the gaming machine enables players speaking different kinds of languages to fully enjoy games related to the gaming machine. The conversation information on game history is extracted based on the probability that the first prize is associated with the option. Thus, players can further enjoy a game of the gaming machine. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a flow chart of special game processing program in one embodiment of the present invention. 
         FIG. 2  is an appearance perspective view of a slot machine in one embodiment of the present invention. 
         FIG. 3  is an illustration showing a configuration of a reel display portion in the slot machine. 
         FIG. 4  is an illustration showing symbol display areas of the slot machine. 
         FIG. 5  is a block diagram showing a control system of the slot machine. 
         FIG. 6  is a block diagram showing a configuration of a sub control board. 
         FIG. 7  is a block diagram showing a configuration of a conversation control circuit. 
         FIG. 8  is an illustration on symbols comprising a reel band. 
         FIG. 9  is an illustration showing one example of a symbol row comprising the reel band. 
         FIG. 10  is an illustration showing a variable display portion where symbols are variably displayed. 
         FIG. 11  is an illustration showing the variable display portion where symbols are stopped. 
         FIG. 12  is an illustration showing a payout table of the slot machine. 
         FIG. 13  is a flow chart of a main control program of the slot machine. 
         FIG. 14  is a flow chart of a main game processing program of the slot machine. 
         FIG. 15  is an illustration showing a table that associates code numbers with symbols. 
         FIG. 16  is an illustration showing a table that associates random number values with code numbers. 
         FIG. 17  is a flow chart of bonus game processing program of the slot machine. 
         FIG. 18  is an illustration on a card content determination table. 
         FIG. 19  is a flow chart of a player&#39;s language identifying processing program. 
         FIG. 20  is an illustration showing one example of the variable display portion that displays query screen. 
         FIG. 21  is an illustration showing one example of the variable display portion that displays special game screen. 
         FIG. 22  is a flow chart of an advice information output processing program. 
         FIG. 23  is an illustration showing content of game history information stored in the RAM  43 . 
         FIG. 24  is an illustration showing one example of an advice content specifying table. 
         FIG. 25  is an illustration showing one example of the variable display portion that displays selection confirmation screen. 
         FIG. 26  is an illustration showing one example of the variable display portion that displays game result screen. 
     
    
    
     DETAILED DESCRIPTION 
     The various aspects summarized previously may be embodied in various forms. The following description shows by way of illustration of various combinations and configurations in which the aspects may be practiced. It is understood that the described aspects and/or embodiments are merely examples, and that other aspects and/or embodiments may be utilized and structural and functional modifications may be made, without departing from the scope of the present disclosure. 
     It is noted that various connections are set forth between items in the following description. It is noted that these connections in general and, unless specified otherwise, may be direct or indirect and that this specification is not intended to be limiting in this respect. 
     A gaming machine, a server, and a game system according to one or more aspects of the invention will be described in detail with reference to the drawings based on an embodiment embodying one or more aspects of the invention. However, it is appreciated that one or more aspects of the present invention may be embodied in distributable (via CD and the like) or downloadable software games, console games, and the like. In this regard, the slot machine may be a virtual slot machine that is displayed on a multi-purpose computer and/or dedicated kiosk. Aspects of the invention are described by way of hardware elements. However, it is appreciated that these elements may also be software modules that are executable in a computer. The software modules may be stored on a computer readable medium, including but not limited to a USB drive, CD, DVD, computer-readable memory, tape, diskette, floppy disk, and the like. For instance, aspects of the invention may be embodied in a JAVA-based application or the like that runs in a processor or processors. Further, the terms “CPU”, “processor”, and “controller” are inclusive by nature, including at least one of hardware, software, or firmware. These terms may include a portion of a processing unit in a computer (for instance, in multiple core processing units), multiple cores, a functional processor (as running virtually on at least one of processor or server, which may be local or remote). Further, in network-based gaming systems, the processor may include only a local processor, only a remote server, or a combination of a local processor and a remote server. 
     It is contemplated that one or more aspects of the invention may be implemented as computer executable instructions on a computer readable medium such as a non-volatile memory, a magnetic or optical disc. Further, one or more aspects of the invention may be implemented with a carrier signal in the form of, for instance, an audio-frequency, radio-frequency, or optical carrier wave. 
     In the following, description is made in detail on a gaming machine according to the present invention based on an embodiment substantiated in a slot machine  1 , with reference to the drawings. 
     This slot machine  1  comprises an image display device such as a liquid crystal display, etc. The slot machine  1  runs a game by displaying images, etc. of a variety of symbols on the image display device. In other words, the slot machine  1  is a so-called video slot machine. 
     The slot machine  1  according to this embodiment is a so-called all-scatter type slot machine. And, this slot machine  1  awards a prize determined according to the number of symbols of a same kind to be stopped on a variable display portion  3 B (refer to  FIG. 14 ). Now, when a bonus game trigger is realized, the slot machine  1  awards a bonus game to the player (S 18 ). This bonus game is composed of a plurality of unit free games. The player can be awarded a prize every unit free game. 
     Then, in this bonus game, the slot machine  1  awards a special game to the player (S 26 ), every time when the unit free game is executed predetermined times. In this special game, the slot machine presents three cards (a first card image  130 A to a third card image  130 C) to the player (refer to  FIG. 21 ). Each card is associated with any of the prize content indicating the continuation of the bonus game (i.e., “CONTINUATION”) or the prize content indicating the termination of the bonus game (i.e., “QUIT”). Then, the slot machine  1  awards a prize for the special game (e.g., continuation or termination of the bonus game) based on the player&#39;s selection (S 27 ). 
     Now in the special game process (S 26 ), the slot machine  1  accepts speech input from the player. Based on the input player&#39;s speech, the slot machine  1  identifies a language the player speaks (S 32 ). Based on game history information on the special game (refer to  FIG. 23 ), the slot machine  1  outputs an advice message on card selection in the special game (S 34 ). Then, the slot machine  1  outputs the advice message in the language identified by the player&#39;s language identifying process (S 22 ). This allows the player to reliably understand the content of the advice message. Thus, the player can fully enjoy gaming in the slot machine  1 . After outputting an advice message, the slot machine  1  also displays selection confirmation screen. Then, the player can determine and modify his/her own selection. Thus, the player can make a selection of cards based on content of the advice message. 
     In the following, description is made in detail on the schematic configuration of the slot machine  1  according to this embodiment, with reference to the drawings.  FIG. 2  is an appearance perspective view of the slot machine  1  according to this embodiment. 
     The slot machine  1  according to this embodiment is an upright type slot machine to be installed at a game arcades such as a casino, etc. The appearance of the slot machine  1  as shown in  FIG. 2  is an example in the present invention and should not to be limited to this appearance. 
     As shown in  FIG. 2 , the slot machine  1  has a cabinet  2 . The cabinet  2  is a housing in which electrical and/or mechanical components for implementing given gaming aspects are housed. 
     The slot machine  1  comprises an upper display portion  3 A, a variable display portion  3 B, and a lower display portion  3 C on the front face of the cabinet  2 . The upper display portion  3 A, the variable display portion  3 B and the lower display portion  3 C display a variety of gaming information. 
     The upper display portion  3 A is comprised of a liquid crystal display and located in the upper stand of the cabinet  2 . The upper display portion  3 A displays an effect image, a payout table for a game, game rules, etc. 
     The variable display portion  3 B is comprised of the liquid crystal panel and located in the middle stand of the cabinet  2 . The variable display portion  3 B has five columns of reel display portions  101  to  105  (Refer to  FIG. 3 ). In each reel display portion, a reel band (Refer to  FIG. 9 ) is variably displayed and stopped. Each of the reel display portions  101  to  105  has three symbol display areas. Specifically, the reel display portions  101  to  105  have, respectively, the symbol display areas  111 A to  111 C,  112 A to  112 C,  113 A to  113 C,  114 A to  114 C, and  115 A to  115 C (Refer to  FIG. 4 ). Then, one symbol is displayed on each of the aforementioned respective symbol display areas (Refer to  FIG. 11 ). In other words, fifteen symbols are displayed like a matrix of 3×5 on the variable display portion  3 B. The number of reels and that of display symbols per reel display area are variable. 
     A touch panel  4  is provided on the front face of the liquid crystal panel of the variable display portion  3 B. A player can input various instructions by operating the touch panel  4 . In fact, the touch panel  4  is used in various operations in a special game described later. In addition, a payout amount display portion  5  and a credit amount display portion  6  are provided on the lower right part of the variable display portion  3 B. In this respect, the payout amount display portion  5  and credit amount display portion  6  may be displayed in any location. A bet amount display portion that displays the bet amount can also be provided on the variable display portion  3 B. The payout amount display portion  5  displays payouts to be awarded to a player. The credit amount display portion  6  displays the credit amount that a player currently owns. 
     The lower display portion  3 C is comprised of the liquid crystal display and located in a lower stand of the cabinet  2 . The lower display portion  3 C displays the number of points recorded in a card or the number of points of the game. In addition, when the card is not inserted or reading of the card fails, the lower display portion  3 C displays accordingly. 
     Furthermore, a card reader  19  is located in the periphery of the lower display portion  3 C. The card reader  19  reads information stored in a card a player owns. 
     As described above, in this embodiment, the upper display portion  3 A, the variable display portion  3 B and the lower display portion  3 C are comprised of the liquid crystal display. They, however, are not limited to this aspect. For example, a CRT display, a plasma display, an LED display and any other known display device may comprise the respective variable display portions. 
     A lower panel  7  is located on the underside of the lower display portion  3 C. This lower panel  7  is comprised of a plastic panel on which a picture(s) of character(s) related to the slot machine  1  or names of the slot machine  1 , etc. are drawn. In addition, the lower panel  7  is illuminated by backlight. In this respect, the liquid crystal display, the CRT display, the plasma display, the LED display and any other known device may comprise the lower panel  7 . 
     An operation table  8  is provided on the underside of the variable display portion  3 B. A variety of operation buttons (e.g., a EXCHANGE button, a CASHOUT button, a HELP button, a BET button, a START button, etc.) are installed on the operation table  8 . In addition, a coin insertion slot  17  and bill insertion slot  18  are installed on the operation table  8 . A microphone  30  is also located on the operation table  8 . The microphone  30  is used when a player inputs speech during a special game. 
     In addition, the aforementioned operation buttons may be installed arbitrarily. As necessary, some of the various operation buttons may be deleted, or a new button may be added or replace them. 
     A coin payout slot and a coin tray  21  are formed in the lower part of the cabinet  2 . The coin payout slot is a part into which coins are discharged by input of the EXCHANGE button or the CASHOUT button. The coin tray  21  is a receiver that receives coins discharged from the coin payout slot. A coin detecting portion comprised of a sensor, etc. is installed inside the coin payout slot. The coin detecting portion detects the number of coins to be discharged from the coin payout slot. 
     Furthermore, light emitting portions  25  are located in the periphery of the cabinet  2  of the slot machine  1 . These light emitting portions  25  illuminates in a predetermined illumination pattern, when a prize is won or during a bonus game. In addition, a speaker  34  for outputting speech is provided on the side of the cabinet  2 . The light emitting portions  25  and speaker  34  may be located arbitrarily. 
     As shown in  FIG. 2 , the slot machine  1  comprises a topper effect device  27  above the cabinet  2 . This topper effect device  27  has a shape of rectangular board and is arranged to be almost parallel to the upper display portion  3 A. The topper effect device  27  displays a variety of information. In addition, the topper effect device  27  may be shaped arbitrarily. 
     In the following, description is made on the internal configuration of the slot machine  1  with reference to drawings.  FIG. 5  is a block diagram showing the internal configuration of the slot machine  1 . As shown in  FIG. 5 , the slot machine  1  has a plurality of components. The slot machine  1  has a main control board  71  including a controller  41  as a functional core. The main control board  71  has the controller  41 , a random number generation circuit  45 , a sampling circuit  46 , a clock pulse generation circuit  47 , a divider  48 , an illumination effect driving circuit  62 , a hopper driving circuit  63 , a payout completion signal circuit  65  and a display portion driving circuit  67 . 
     The controller  41  comprises a main CPU  42 , a RAM  43 , and a ROM  44 . The main CPU  42  operates in accordance with a program stored in the ROM  44 , and controls behavior of the slot machine  1  by inputting/outputting signals to/from other components via an I/O port  49 . The RAM  43  stores data or programs to be used when the main CPU  42  operates. For instance, after a game starts, the RAM  43  temporarily stores random number values to be sampled by the sampling circuit  46 . The RAM  43  also stores code numbers associated with the respective reel display portions  101  to  105 . Furthermore, the RAM  43  stores game history information related to special game (Refer to  FIG. 23 ). The content of the game history information is described later. The ROM  44  stores a variety of control programs executed by the main CPU  42 , and permanent data. 
     The programs stored in the ROM  44  include a game program and a game system program (hereinafter referred to as game programs, etc.). In addition, the game programs include a lottery program. 
     This lottery program is executed when code numbers associated with symbols to be stopped in the center positions of the respective reel display portions  101  to  105  of the variable display portion  3 B (i.e., the symbol display areas  111 B,  112 B,  113 B,  114 B, and  115 B) are determined. The lottery program is also used when content of the first card image  130 A to the third card image  130 C is determined in a special game. 
     In addition, the lottery program includes a symbol weighted data. The symbol weight data shows a correspondence relation between each code number and one or more random number value belonging to a predetermined numerical range (e.g., 0 to 255). In other words, the lottery probability of each symbol on the reel bands is set by associating one code number with one or more random number value. Then, when a random number value is selected by lottery, a symbol to be finally specified from the random number value is displayed in a predetermined area of the variable display portion  3 B. 
     Operating according to instructions of the main CPU  42 , a random number generating circuit  45  generates random numbers in a certain range. The sampling circuit  46  selects any random number from those the random number generation circuit  45  generates according to instructions of the main CPU  42 , and inputs the selected random number into the main CPU  42 . The clock pulse generation circuit  47  generates a reference clock for operating the main CPU  42 . The divider  48  inputs to the main CPU  42  a signal obtained by dividing the reference clock by a certain cycle. 
     Furthermore, the touch panel  4  is connected to a main control board  71 . As described above, the touch panel  4  is installed on the front face of a variable display portion  3 B, specifies a coordinate position of a part touched by the player. And, the touch panel  4  can determine an operation by the player (e.g., where the player touched, in which direction the touched part moved, etc.) based on the specified coordinate position information. Then, the determined signal is input to the main CPU  42  via the I/O port  49 . 
     In addition, the operations buttons  26  (such as the aforementioned START button, etc.) for instructing on execution of gaming are connected to the main control board  71  by way of operation switches. Thus, a signal responding to pressing operation of the respective operation buttons  26  is input into the main CPU  42  via the I/O port  49 . 
     The microphone  30  and a conversation control circuit  35  are further connected to the main control board  71 . As described above, the microphone  30  is used for speech input by a player when a special game is executed. Speech input into the microphone  30  is converted into speech data. The speech data is input into the conversation control circuit  35  via the I/O port  49 . 
     The conversation control circuit  35  is used for such operations as identifying a language based on the input speech data or the character data, translating the input speech data or the character data into a predetermined language, etc. The configuration of this conversation control circuit  35  is described later with reference to the drawings. 
     The illumination effect driving circuit  62  outputs an effect signal according to instructions from the main CPU  42 , and causes the light emitting portions  25  and the topper effect device  27  to perform illumination effects. In addition, the topper effect device  27  is connected to the illumination effect driving circuit  62  via the light emitting portions  25 . 
     A hopper driving circuit  63  drives a hopper  64  under the control of the main CPU  42 . As a result, the hopper  64  carries out a predetermined operation to payout coins to the coin payout portion. In addition, the coin detecting portion  24  measures the number of coins discharged from the hopper  64 , and inputs into the payout completion signal circuit  65  the count data indicative of the number of the measured coins. The payout completion signal circuit  65  receives the coin count data from the coin detecting portion  24 , and inputs into the main CPU  42  a signal notifying completion of payout of the coins when the received coin count reaches the set count value. Then, the display portion driving circuit  67  controls display operation of the various display portions such as the payout amount display portion  5 , the credit amount display portion  6 , etc. 
     The main control board  71  is connected to the sub-control board  72 . As shown in  FIG. 6 , the sub control board  72  carries out display control of the respective display portions and output control of the audio output by the speaker  34  based on the commands input from the main control board  71 . This sub control board  72  is constituted on a separate circuit board from the circuit board that constitutes the main control board  71 . The sub control board  72  has a micro computer (hereinafter referred to as “sub micro computer  73 ”) which is provided as a main constituting element. Then, the sub control board  72  has a sound source IC  78 , a power amplifier  79  and an image control circuit  81 . The sound source IC  78  controls the audio which is output from the speaker  34 . The power amplifier  79  functions as an amplifier with respect to the audio output from the speaker  34 . The image control circuit  81  operates as a display control section for the upper display portion  3 A and the main display area  3 B. 
     The sub microcomputer  73  has a sub CPU  74 , a program ROM  75 , a work RAM  76 , and I/O ports  77  and  80 . The sub CPU  74  executes the control operation according to a control command transmitted from the main control board  71 . The program ROM  75  stores a control program to be executed in the sub CPU  74 . The work RAM  76  is configured as a temporary memory when the control program is executed in the sub CPU  74 . 
     The sub control board  72  does not have a clock pulse generation circuit, a divider, a random number generator and a sampling circuit, and executes random number sampling based on an operation program of the sub CPU  74 . 
     The image control circuit  81  has an image control CPU  82 , an image control work RAM  83 , an image control program ROM  84 , an image ROM  86 , video RAM  87  and an image control IC  88 . The image control CPU  82  determines an image to be displayed on the upper display portion  3 A and variable display portion  3 B based on parameters set by the sub microcomputer  73  and the image control program. 
     For example, the image control CPU  82  displays the payout table or help screen on the upper display portion  3 A. In addition, the image control CPU  82  variably displays and stops symbols on the respective symbol display areas  111 A to  111 C,  112 A to  112 C,  113 A to  113 C,  114 A to  114 C and  115 A to  115 C of the variable display portion  3 B. The image control CPU  82  also executes control of the image display in the variable display portion  3 B (Refer to  FIG. 20 ) in the special game process (S 26 ). 
     The image control program ROM  84  stores the image control program or various selection tables for display in the upper display portion  3 A and the variable display portion  3 B. The image control work RAM  83  functions as a temporary memory when the image control program is executed in the image control CPU  82 . 
     An image control IC  88  forms an image corresponding to the content determined by the image control CPU  82  and outputs it to the upper display portion  3 A and the variable display portion  3 B. The image ROM  86  stores dot data for forming images. In addition, the video RAM  87  functions as a temporary storage device when images are formed by the image control IC  88 . 
     In the following, description is made in detail on the configuration of the aforementioned conversation control circuit  35  with reference to the drawings.  FIG. 7  is a block diagram showing configuration of the conversation control circuit  35 . 
     As shown in  FIG. 7 , the conversation control circuit  35  has an input unit  51 , a conversation control unit  52 , a speech recognition unit  53 , a character conversion unit  54 , a translation unit  55 , a speech conversion unit  56 , a database  57 , an output unit  58 , a ROM  59 , a RAM  60 , a character recognition unit  61 , etc. 
     The above input unit  51  accepts input of speech data or character data to the conversation control circuit  35 . Thus, the speech data based on speech input by the microphone  30  is input into the input unit  51  via the I/O port  49 . The conversation control unit  52  executes control of conversation control circuit  35  based on a control signal from the main CPU  42 . The speech recognition unit  53  identifies a language of the speech data based on the input speech data. The character conversion unit  54  converts the speech data into character data. 
     The translation unit  55  translates character data expressed in a certain language into character data expressed in a language that is different from the language of the character data. The speech conversion unit  56  converts the character data into speech data. The database  57  stores a variety of data necessary for control operations of the speech recognition unit  53 , the character conversion unit  54 , the translation unit  55 , the speech conversion unit  56 , the character recognition unit  61 , etc. Then, this database  57  stores data on various advice contents to be described later (Refer to  FIG. 24 ). The output unit  58  outputs speech data or character data to the I/O port  49  from the conversation control circuit  35 . The speech data output from the output unit  58  is output from the speaker  34  via the sub control board  72 . In addition, character data output from the output unit  58  is displayed onto the variable display unit  3 B, etc., via the sub control board  72 . 
     The ROM  59  stores various programs, data tables, etc., for executing processes necessary for overall control of the conversation control circuit  35 . RAM  60  temporarily stores result of operations computed in the conversation control unit  52 . The character recognition unit  61  identifies a language of the character data input into the input unit  51 . 
     Having the above configuration, the conversation control circuit  35  can identify a language of input speech data and character data. Then, the conversation control circuit  35  can translate predetermined content into the identified language and outputs it. The technology related to this conversation control circuit  35  is already known. Thus, detailed description thereof is omitted here. 
     The aforementioned internal configuration of the slot machine  1  is simply an example, and not to be limited to the above configuration aspect. For example, a memory card or PLD (Programmable Logic Device) can be removably configured. In this case, the slot machine can also be configured to read necessary information from the memory card or PLD. 
     In addition, the slot machine  1  according to the present invention uses coins, bills or electronic valuable information (credit) equivalent thereto, as a gaming value. However, the gaming value applicable to the present invention is not limited to this, and medals, tokens, electronic money, and tickets can be configured to be available. 
     In the following, description is made in detail on a reel band that is variably displayed in the reel display portion, with reference to the drawings. As described above,  FIG. 8  is a view showing one example of symbols comprising the reel band.  FIG. 9  is an illustration showing an example of the reel band. 
     As shown in  FIG. 8  and  FIG. 9 , the reel band in this embodiment includes a joker symbol  45 A (JOKER), a red seven symbol  45 B (RED  7 ), a blue seven symbol  45 C (BLUE  7 ), a bell symbol  45 D (BELL), an eight symbol  45 E (EIGHT), a watermelon symbol  45 F (WATERMELON), a lemon symbol  45 G (LEMON), an orange symbol  45 H (ORANGE), a plum symbol  45 I (PLUM), and a cherry symbol  45 J (CHERRY). 
     Then, as shown in  FIG. 9 , a variety of symbols as shown in  FIG. 8  are illustrated in the reel band in a predetermined sequence. In this respect, the reel band as shown in  FIG. 9  is simply an example, and the sequence by which symbols are illustrated is random. In addition, the number of symbols to be illustrated in one reel band is arbitrary and types of symbols to be illustrated are also arbitrary. 
     In addition, one reel band is associated with the reel display portions  101  to  105  of the slot machine  1  according to this embodiment respectively. 
     In the following, description is made on a game to be executed on the above slot machine  1 . In a game to be executed on the slot machine  1 , all symbols are scatter symbols. In other words, in the game in this embodiment, a prize is awarded based on the number of same symbols appearing in the symbol display areas (Refer to  FIG. 4 ) that are shaped as a 3×5 matrix on the variable display portion  3 B (Refer to  FIG. 12 ). 
     When starting a game in the slot machine  1 , a player sets the bet amount by operating the BET button and presses the START button. 
     Based on the pressing of the START button, the reel bands in the respective reel display portions  101  to  105  rotate. In other words, symbols illustrated on the reel bands are scroll-displayed from up to down in the respective reel display portions  101  to  105  (Refer to  FIG. 10 ). 
     After a predetermined period of time has elapsed, the reel bands are stopped on the respective reel display portions  101  to  105 . Accordingly, a part of a symbol sequence that comprises the each reel band (three symbols comprising each reel band) is stopped on the respective reel display portions  101  to  105 . In other words, as shown in  FIG. 11 , each one symbol is stopped on the three symbol display areas comprising each reel display portion. With this, fifteen symbols are stopped on the variable display portion  3 B (Refer to  FIG. 11 ). 
     As described above, in the game in this embodiment, a winning combination is determined based on the number of same symbols displayed in the variable display portion  3 B. And, a prize corresponding to the winning combination is awarded. When the player wins the winning combination, the player is awarded with an amount obtained by multiplying the payout corresponding to the winning combination by the bet amount (Refer to  FIG. 12 ), which will be described later. 
     Now, if three or more JOKER symbols  45 A are stopped on the variable display portion  3 B, a bonus game trigger is realized. In this case, the player acquires a bonus game (S 18 ). This bonus game is composed of the plural times (e.g., five times) of unit free games. In the bonus game, a special game is awarded to the player every time when the unit free game is executed predetermined times. In the special game, a multiple-choice game is executed. The bonus game continues or ends based on the game result of the special game. This special game will be described in detail later. 
     In addition, the free game is a game which the player can play without betting new credits. The unit game is a game executed in a sequence of the processes from the start of variable display of symbols until the award of the prize based on the symbols stopped on the display. In other words, the unit free game is the game which the player can play without betting new credits, and executed in a sequence of the processes from the start of variable display of the symbols until the award of the prize based on the symbols stopped on the display. 
     In the following, description is made on a winning combination and content of the prize in the slot machine  1  according to the present invention, with reference to the drawings.  FIG. 12  is an illustration showing a payout table in this embodiment. 
     As shown in  FIG. 12 , in the payout table, a winning combination and a prize to be awarded (i.e., the payout) are associated. In this respect, the payouts in the payout table as shown in  FIG. 12  show the payouts when the bet amount is “1”. In other words, if the bet amount is “2” or more, the amount obtained by multiplying the payout shown in  FIG. 12  by the bed amount is paid out. 
     For example, when five blue seven symbols  45 C are displayed in the fifteen symbol display areas (Refer to  FIG. 4 ) in the variable display portion  3 B, “the amount obtained by multiplying 150 credits by the bet amount” is paid out to the player (Refer to  FIG. 12 ). 
     In addition, if four watermelon symbols  45 F are displayed in the fifteen symbol display areas in the variable display portion  3 B, “the amount obtained by multiplying 8 credits by the bet amount” is paid out to the player (Refer to  FIG. 12 ). In the following, the payout is set for every winning combination shown in  FIG. 12  in a similar manner. 
     In this respect, if the symbols displayed in the fifteen symbol display areas in the variable display area  3 B do not correspond to any of the winning combinations shown in  FIG. 12 , the player lose. In this case, neither payout nor prize awarding is performed. 
     In the following, description is made in detail on the main control program to be executed in the slot machine  1  according to this embodiment, with reference to the drawings.  FIG. 13  is a flow chart of the main control program. 
     When the power switch is turned on (the power is turned on), the main control board  71  and the sub control board  72  are started, respectively, and the controller  41  executes an initial setting process (S 1 ). In this initial setting process (S 1 ), the main CPU  42  executes BIOS stored in the ROM  44  and expands the compressed data incorporated in the BIOS in the RAM  43 . In executing the BIOS that was expanded in the RAM  43 , the main CPU  42  carries out a diagnosis and initialization of the different types of peripheral devices. Further, the main CPU  42  writes the game programs, etc., from the ROM  44  into the RAM  43 . The main CPU  42  acquires payout rate setting data and country identification information. While executing the initial setting process (S 1 ), the main CPU  42  also carries out an authentication process with respect to each program. 
     When the initial setting process (S 1 ) ends, the main CPU  42  executes a main game process (S 2 ). In this main game process (S 2 ), the main CPU  42  sequentially reads the game programs, etc. from the RAM  43  and executes these programs. The slot machine  1  according to the present embodiment carries out the game by executing this main game process (S 2 ). 
     The main game process (S 2 ) is repeatedly executed while power is supplied to the slot machine  1 . 
     In the following, description is made on the main game program to be executed in the main game process (S 2 ) with reference to the drawings.  FIG. 14  is a flow chart of the main game program in the slot machine  1  according to this embodiment. Each program as shown in the following flow chart is stored in the ROM  44  or the RAM  43  the slot machine  1  is equipped with, and executed by the main CPU  42 . 
     As shown in  FIG. 14 , the main CPU  42  first executes a start acceptance process (S 11 ). In this start acceptance process (S 11 ), the player inserts coins and carries out a bet operation using the BET button from amongst the operation buttons  26 . 
     After shifting to step S 12 , the main CPU  42  judges whether the START button from amongst the operation buttons  26  has been depressed or not. 
     The main CPU  42  judges whether or not there was input to the START button, according to whether or not there was a signal based on the pressing of the START button. 
     If the START button was pressed (S 12 : YES), the main CPU  42  subtracts the above bet amount that was set based on the above bet operation from the credit amount that the player currently possesses. Then, the main CPU  42  stores the bet information in the RAM  43 . Then, the main CPU  42  shifts the process to S 13 . 
     In contrast, if the START button was not pressed (S 12 : NO), the main CPU  42  returns the process to the start acceptance process (S 11 ). As a result, the player can carry out an operation to correct the bet amount. 
     In S 13 , the main CPU  42  executes a symbol lottery process. In this symbol lottery process (S 13 ), the main CPU  42  executes the lottery program stored in the RAM  43 , thereby sampling a random number value from a predetermined numerical range of random number values. Then, based on the sampled random number values and table, the main CPU  42  determines the symbols to be stopped on the center part of the respective reel display portion (i.e., the symbol display areas  111 B,  112 B,  113 B,  114 B, and  115 B). 
     Now description is made on the process using the random number value in the symbol lottery process (S 13 ) based on the drawings.  FIG. 15  is one example of the table that associates symbols illustrated in the reel bands with the code numbers.  FIG. 16  is one example of the table that associates the random number values with the code numbers. 
     As described above, in the symbol lottery process (S 13 ), the main CPU  42  samples random number values from a predetermined range of random numbers (e.g., 0 to 65535) by executing the lottery program. Then, the main CPU  42  determines code numbers based on the sampled random number values and the table (Refer to  FIG. 16 , for example) that associates the random number values with the code numbers. When determining the code numbers, the main CPU  42  then determines symbols to be stopped on the center part of the reel display portion, based on the code numbers and the table (Refer to  FIG. 15 ) that associates the symbols with the code numbers. 
     For example, when the reel band as shown in  FIG. 15  is used for the reel display portion  101 , and the random number value “1295” is sampled, the main CPU  42  decides for the code number “10” based on the random number value “1295” and the table shown in  FIG. 16 . In this case, based on the code number “10” and the table shown in  FIG. 15 , the main CPU  42  determines that the symbol to be stopped on the symbol display area  111 B is the watermelon symbol  45 F. 
     The process using the random number value in the symbol lottery process (S 13 ) is not limited to the instance of using the random number value, the table including associations between the random number values and the code numbers (refer to  FIG. 16 , for instance) and the table including associations between the symbols and the code numbers (refer to  FIG. 15 ). 
     For instance, the sampled random number value and the symbols may be directly associated. Alternatively, the sampled random number values and the winning combinations can be directly associated to thereby allow determination of the symbol to be stopped using the table. 
     Now, referring to  FIG. 14  again, description is made on the processes following the symbol lottery process (S 13 ) in the main game processing program. 
     After the symbol lottery process (S 13 ) ends, the main CPU  42  executes a reel rotation control process (S 14 ). In this reel rotation control process (S 14 ), the main CPU  42  variably displays the respective reel bands at a predetermined speed in the reel display portions  101  to  105 . Then, the main CPU  42  determines an effect pattern (a pattern of image display to the variable display portion  3 B and a pattern of audio output from the speaker  34 ) to a unit game. Then, the main CPU  42  instructs the sub control board  72  to start effects based on the determined effect pattern. Here, the unit game refers to a game executed in a sequence of processes from when variable display of each reel band starts until all the reel bands are stopped. 
     When a predetermined time has elapsed, the main CPU  42  stops the reel bands on the reel display portions  101  to  105  in a predetermined order. With this, each one symbol is stopped in the fifteen symbol display areas of the variable display portion  3 B (Refer to  FIG. 11 ). 
     In addition, the reel bands on the reel display portion may be stopped all together or may be stopped sequentially with a time lag therebetween. 
     The stop-display of symbols is described specifically based on the example of the reel display portion  101  described in the symbol lottery process (S 13 ). According to the aforementioned illustrative embodiment, the watermelon symbol  45 F (code number: 10) determined in the symbol lottery process (S 13 ) is stopped on the symbol display area  111 B that is the center part of the reel display portion  101 . In this case, the orange symbol  45 H (code number: 09) is stopped on the symbol display area  111 A that constitutes the upper part of the reel display portion  101 . Then, the cherry symbol  45 J (code number: 11) is stopped on the symbol display area  111 C that constitutes the lower part of the reel display portion  101 . 
     After the reel rotation control process (S 14 ), the main CPU  42  judges whether or not the symbols that are stopped on the variable display portion  3 B correspond to a winning combination (S 15 ). Specifically speaking, the main CPU  42  specifies the kinds of symbols (i.e., the Joker symbol  45 A to the Cherry symbol  45 J) that comprise the stopped symbols, based on the code numbers in the respective reel display portions  101  to  105  stored in the RAM  43 . And, the main CPU  42  judges whether they correspond to a winning combination. 
     When a winning combination is realized (S 15 : YES), the main CPU  42  calculates the payout amount corresponding to the winning combination based on the payout table (Refer to  FIG. 12 ). And, the main CPU  42  shifts the process to S 16 . On the other hand, if no winning combination is realized (S 15 : NO), the main CPU  42  shifts the process to S 17 . 
     When shifting to S 16 , the main CPU  42  executes the payout process. In this payout process (S 16 ), the main CPU  42  pays out the payout amount corresponding to the winning combination that was determined in S 15 . After the payout process (S 16 ) ends, the main CPU  42  shifts the process to S 17 . 
     In the following S 17 , the main CPU  42  judges whether or not a bonus game trigger has been realized. Specifically, based on the code numbers of the respective reel display portions  101  to  105  stored in the RAM  43 , the main CPU  42  judges whether or not three or more joker symbols  45 A are stopped on the variable display portion  3 B. 
     When a bonus game trigger has been realized (S 17 : YES), the main CPU  42  shifts the process to the bonus game process (S 18 ). In contrast, when the bonus game trigger has not been realized (S 17 : NO), the main CPU  42  directly terminates the main game processing program. As described above, the main game processing program is executed again at the same time it terminates. 
     In the following S 18 , the main CPU  42  executes the bonus game process. In this bonus game process (S 18 ), the main CPU  42  executes a bonus game processing program to be described later. That is, the main CPU  42  awards the plurality of the unit free games to the player. Moreover, the main CPU  42  awards the special game to the player every time when the unit free game is executed predetermined times. This bonus game process is described later in detail. After the bonus game process (S 18 ) ends, the main CPU  42  terminates the main game processing program. 
     As described above, the main game process (S 2 ) is repeatedly executed while power is supplied to the slot machine  1 . That is, when the main game processing program ends, the main CPU  42  starts execution of the main game processing program once again. 
     In the following, description is made in detail on the bonus game processing program to be executed in the bonus game process (S 18 ) with reference to the drawings.  FIG. 17  is a flow chart of the bonus game processing program. 
     The sequence of the free game executed in the bonus game process (S 18 ) is basically the same as the sequence of the normal game, except the nonconsumption of the gaming value (credit) corresponding to the bet amount when the game starts, and the automatic consecutive execution of the game without the operation of the operation button by the player 
     When the execution of the bonus game process program starts, the main CPU  42  first executes the symbol lottery process (S 21 ). When the symbol lottery process (S 21 ) ends, the main CPU  42  shifts the process to the reel rotation control process (S 22 ). Then, the main CPU  42  executes the reel rotation control process. After the reel rotation control process (S 22 ) ends, the main CPU  42  shifts the process to S 23 . 
     Here, the symbol lottery process (S 21 ) and the reel rotation control process (S 22 ) are the same processes as the symbol lottery process (S 13 ) and the reel rotation control process (S 14 ) in the main game processing program. Thus, descriptions of the symbol lottery process (S 21 ) and the reel rotation control process (S 22 ) are omitted. 
     After shifting to S 23 , the main CPU  24  judges whether or not the symbols that are stopped on the variable display portion  3 B correspond to a winning combination. Specifically, the main CPU  42  judges whether the symbols correspond to a winning combination, based on the lottery result of the symbol lottery process (S 21 ) and the payout table (Refer to  FIG. 12 ). When the winning combination is realized (S 23 : YES), the main CPU  42  calculates the payout amount corresponding to the realized winning combination. After storing the calculated payout amount in the RAM  43 , the main CPU  42  shifts the process to S 24 . On the other hand, if no winning combination is realized (S 23 : NO), the main CPU  42  shifts the process to S 25 . 
     In S 24 , the main CPU  42  executes the payout adding process. In this payout adding process (S 24 ), the main CPU  42  sequentially adds the payout amount calculated in S 23 , to the payout amount acquired during the bonus game process. This payout amount added in the payout adding process (S 24 ) is paid out to the player in the payout process (S 28 ). 
     In S 25 , the main CPU  42  judges whether or not the unit free game is executed predetermined times (e.g., five times). Specifically, the main CPU  42  determines on S 25  by referring to the number of the game number counter formed in the RAM  43 . If the unit free game is executed predetermined times (S 25 : YES), the main CPU  42  shifts the process to S 26 . On the other hand, if the unit free game is not executed predetermined times (S 25 : NO), the main CPU  42  adds “1” to the number of the game number counter in the RAM  43 . After that, the main CPU  42  returns the process to the symbol lottery process (S 21 ). Herewith, the slot machine  1  starts the unit free game newly. 
     After shifting to S 26 , the main CPU  42  executes the special game process. In this special game process (S 26 ), the main CPU  42  executes the special game processing program described later. In the special game process (S 26 ), a multiple-choice game is executed. In the multiple-choice game, the player arbitrarily selects one card from three cards. Then, the player is awarded the prize related to the special game (i.e., “CONTINUATION”, “QUIT”), based on the selected card. This special game process is described later in detail. After the special game process (S 26 ) ends, the main CPU  42  shifts the process to S 27 . 
     In S 27 , the main CPU  42  judges whether or not the prize content of the special game process (S 26 ) is “CONTINUATION”. Specifically, the main CPU  42  executes the process of S 27  by referring to the prize content stored in the RAM  43  in the special game process (S 26 ). 
     If the prize content is “CONTINUATION” (S 27 : YES), the main CPU  42  returns the process to S 21 . Herewith, the slot machine  1  continues the execution of the bonus game (i.e., free game). On the other hand, if the prize content is “QUIT” (S 27 : NO), the main CPU  42  shifts the process to S 28 . 
     After shifting to S 28 , the main CPU  42  executes the payout process. In this payout process (S 28 ), the main CPU  42  refers to the RAM  43 . Then, the main CPU  42  pays out to the player the payout amount added in the payout adding process (S 24 ). In addition, in this payout process (S 28 ), the main CPU  42  pays out in a lump the payout amount added, when the bonus game ends. However, it can pay out the payout amount each time the unit free game ends. After the payout process (S 28 ) ends, the main CPU  42  terminates the bonus game processing program. 
     In the following, description is made in detail on the special game processing program to be executed in the special game process (S 26 ) with reference to the drawings.  FIG. 1  is a flow chart of the special game processing program. 
     When starting execution of the special game processing program, the main CPU  42  executes a card content determination process (S 31 ). In this card content determination process (S 31 ), the main CPU  42  associates the content of a prize (any of “CONTINUATION” or “QUIT”) with each of the first card image  130 A to the third card image  130 C to be displayed on the special game screen (Refer to  FIG. 20 ). Specifically, by executing the lottery program, the main CPU  42  samples one random number value from a predetermined range of the random number values. Then, the main CPU  42  determines the content of the cards from the first card image  130 A to the third card image  130 C based on the sampled random number values and the card content determination table (Refer to  FIG. 18 ). After storing the determined card content into the RAM  43 , the main CPU  42  shifts the process to S 32 . 
     When shifting to S 32 , the main CPU  42  executes the player&#39;s language identifying process. In this player&#39;s language identifying process (S 32 ), the main CPU  42  executes the player&#39;s language identifying program. That is, the main CPU  42  encourages the player to input speech into the microphone  30 . Then, based on the input player&#39;s speech, the main CPU  42  identifies the player&#39;s language. 
     Now the player&#39;s language identifying process (S 32 ) is described in detail and with reference to the drawings.  FIG. 19  is a flow chart of the player&#39;s language identifying processing program. 
     When shifting to the player&#39;s language identifying process (S 32 ), the main CPU  42  first executes a query output process (S 51 ). In the query output process (S 51 ), the main CPU  42  outputs a query message to the player by the speech from the speaker  34  and the display on the variable display portion  3 B. This query message includes “that a special game is started”, “that the player is asked whether or not he/she is ready to play a special game”, and “that the player is requested to input speech of a predetermined phrase to the microphone  30  when starting a special game”. 
     Specifically, the main CPU  42  displays the query screen (Refer to  FIG. 20 ) on the variable display portion  3 B. As shown in  FIG. 20 , the query screen includes a query display portion  120 . The query display portion  120  displays characters that express the above query message, in a predetermined language. In addition, when the query screen is displayed, the main CPU  42  simultaneously makes speech output from the speaker  34  of a query message based on the predetermined language. After the speech output and display output of the query message, the main CPU  42  terminates the query output process. 
     For instance, outputting the query message in “English”, in the query output process (S 51 ), the main CPU  42  makes speech output from the speaker  34  of the messages “Let&#39;s start the special game!”, “Are you ready?”, and “If you start the special game, Say “I&#39;m ready””, while at the same time displaying the query screen as shown in  FIG. 20  in the variable display portion  3 B. 
     After the query output process (S 51 ), the main CPU  42  determines whether or not there was speech input of a predetermined phrase by the player (S 52 ). If there was speech input of a predetermined phrase by the player (S 52 : YES), the main CPU  42  shifts the process to S 53 . On the other hand, if there was no speech input of a given phrase by the player (S 52 : NO), the main CPU  42  shifts the process to S 54 . In this respect, cases in which speech input of a predetermined phrase did not take place include a case in which a predetermined period of time has elapsed without speech input being performed. 
     In this embodiment, content of speech input by the player is limited to “predetermined phrases”. This is because a player&#39;s language can be identified more reliably by limiting the speech input to the “predetermined phrases”. In this respect, as far as a player&#39;s language can be identified, content of speech input by the player may be changed variously. In fact, the configuration may be such that the player could input speech of free content if the conversation control circuit  35  could identify the player&#39;s language. 
     When shifting to S 53 , the main CPU  42  executes the language identifying process. In this language identifying process (S 53 ), the main CPU  42  inputs to the conversation control circuit  35  the speech data based on the speech input into the microphone  30 . Then, the main CPU  42  identifies a language for the speech data by the conversation control circuit  35 . That is, in the conversation control circuit  35 , the conversation control unit  52  controls the speech recognition unit  53  based on a signal from the main CPU  42 . Herewith, the speech recognition unit  53  identifies a language of the input speech data. Then, the conversation control unit  52  outputs to the main CPU  42  information on the language identified by the speech recognition unit  53  (hereinafter referred to as an identified language). After storing information on the identified language in the RAM  43 , the main CPU  42  terminates the player&#39;s language identifying processing program. 
     In contrast, when shifting to S 54 , the main CPU  42  executes a language type changing process. In this language type changing process (S 54 ), the main CPU  42  changes a language for a query message to be output in the query output process (S 51 ). After changing the language for the query message, the main CPU  42  returns the process to S 51 . Herewith, in S 51 , the query message based on the language after changing is output. 
     For example, when shifting to the language type changing process (S 54 ) after outputting the query message in “English”, as shown in  FIG. 20 , the main CPU  42  changes the language for the query message to “Spanish”. Then, whenever the language type changing process (S 54 ) is executed, the language for the query message sequentially changes in the order of “Chinese”, “Japanese”, “French”, and “German” . . . . 
     Thus, by executing the player&#39;s language identifying process (S 32 ), the slot machine  1  can identify a language that can be understood best by a player. 
     Referring back to  FIG. 1  again, description is made in detail on the processes following the player&#39;s language identifying process in the special game processing program, with reference to the drawings. 
     After the player&#39;s language identifying process (S 32 ) ends, the main CPU  42  executes a card display process (S 33 ). In the card display process (S 33 ), the main CPU  42  displays the special game screen on the variable display portion  3 B by transmitting a control signal to the sub control board  72  (Refer to  FIG. 21 ). As shown in  FIG. 21 , the special game screen includes the first card image  130 A, the second card image  130 B and the third card image  130 C. As described above, the first card image  130 A to the third card image  130 C are respectively associated with the content of prizes (any of “CONTINUATION” and “QUIT”). After displaying the special game screen, the main CPU  42  shifts the process to S 34 . 
     When shifting to S 34 , the main CPU  42  executes an advice information output process. In this advice information output process (S 34 ), the main CPU  42  executes an advice information output processing program. In the advice information output process (S 34 ), the main CPU  42  calculates the winning probability of the first card image  130 A to the third card image  130 C respectively, based on the game history information related to the special game stored in the RAM  43 . This winning probability shows the probability that “CONTINUATION” is associated with the card as the option (i.e., the first card image  130 A to the third card image  130 C). This “CONTINUATION” indicates the continuation of the bonus game. Then, based on the calculated winning probability, the main CPU  42  specifies the advice content to be output to the player. And, the main CPU  42  outputs the advice content. 
     Now, description is made in detail on the advice information output processing program with reference to the drawings.  FIG. 22  is a flow chart of the advice information output processing program. 
     When shifting to the advice information output process (S 34 ), the main CPU  42  executes a winning probability calculation process (S 61 ). In the winning probability calculation process (S 61 ), the main CPU  42  refers to the game history information stored in the RAM  43 . Then, the main CPU  42  calculates the winning probability of the first card image  130 A to the third card image  130 C respectively. 
     Specifically, description is made on the content of the winning probability calculation process (S 61 ). As shown in  FIG. 23 , the game history information consists of the content of a prize for the first card image  130 A, that of a prize for the second card image  130 B, and that of a prize for the third card image  130 C in one special game. The game history information is added every time one special game is executed (S 39 ). Thus, the RAM  43  stores content of prizes for respective cards in respective special games that have been played so far. Hence, by referring to all game history information stored in the RAM  43 , the main CPU  42  can calculate the percentage (i.e., winning probability) that “CONTINUATION” is associated with the first card image  130 A to the third card image  130 C respectively. After storing the calculated winning probability in the RAM  43 , the main CPU  42  shifts the process to S 62 . 
     In S 62 , the main CPU  42  executes an advice content specifying process. In this advice content specifying process (S 62 ), the main CPU  42  specifies the content of advice that is subjected to speech output and display output, based on the winning probability for each card that was calculated in the winning probability calculation process (S 61 ). Specifically, the main CPU  42  specifies an advice pattern based on the winning probability of each card and the advice content specifying table (Refer to  FIG. 24 ). 
     As shown in  FIG. 24 , the advice content specifying table includes a plurality of advice patterns. Each of the advice patterns are associated with one the winning probability state respectively. This advice pattern consists of a plurality of messages (i.e., advice contents) each corresponding to the winning probability state of each card. The winning probability state indicates the state of the winning probability of the first card image  130 A to the third card image  130 C. Thus, the main CPU  42  can specify an advice pattern corresponding to the winning probability of each card calculated in the winning probability calculation process (S 61 ), by referring to the advice content specifying table. 
     In addition, the winning probability state defined in the advice content specifying table includes the case that one card corresponding to the condition related to the winning probability state can be specified. The card specified in this case is called a “corresponding card”. 
     Then, the main CPU  42  determines one advice content that belongs to the specified advice pattern as the advice content of this time. The main CPU  42  stores information on the determined advice content in the RAM  43 . 
     The content of the advice content specifying process (S 62 ) is described specifically based on the example. For example, the case that the card which has the winning probability of eighty percent to one hundred percent (e.g., the first card) is included in the three cards, the main CPU  42  specifies “advice pattern (1)” as the advice pattern of this game, based on the advice pattern specifying table (Refer to  FIG. 24 ). At this time, the main CPU  42  specifies the first card that satisfies the condition related to the winning probability state as the corresponding card. After that, the main CPU  42  specifies the advice content (e.g., “The corresponding card is recommended very much.”) from “advice pattern (1)”. Then, the main CPU  42  obtains the specified advice content from the database  57 . After that, the main CPU  42  generates an advice content, “the first card is recommended very much”, based on the specified advice content and the information of the corresponding card. The main CPU  42  stores the generated advice content as the advice content of this game in the RAM  43 . 
     After the advice content specifying process (S 62 ), the main CPU  42  executes an advice information translation process (S 63 ). In this advice information translation process (S 63 ), the main CPU  42  translates advice content specified in the advice content specifying process (S 62 ) into the identified language identified in the player&#39;s language identifying process (S 32 ). After storing the translation result in the RAM  43 , the main CPU  42  shifts the process to S 64 . 
     Specifically, in the advice information translation process (S 63 ), the main CPU  42  inputs the advice content data, information indicative of the identified language, and control signal into the conversation control signal  35 . The advice content data is the character data expressed in a predetermined language (e.g., Japanese). Upon receipt of the control signal, the conversation control unit  52  controls the translation unit  55  so as to outputs character data (hereinafter referred to as advice content data for output) that is a translation of the advice content data into the identified language to the main CPU  42 , based on the inputted advice content data and the information indicative of the identified language. After storing the advice content data for output in the RAM  43 , the main CPU  42  shifts the process to S 64 . 
     When shifting to S 64 , the main CPU  42  executes a speech conversion process. In this speech conversion process (S 64 ), the main CPU  42  acquires the speech data expressed in the identified language (hereinafter referred to as an advice content data for speech output), based on the advice content data for output obtained in the advice information translation process (S 63 ). After storing the advice content data for speech output to the RAM  43 , the main CPU  42  shifts the process to S 65 . 
     Specifically, in the speech conversion process (S 64 ), the main CPU  42  inputs the acquired advice content data for output and the control signal into the conversation control circuit  35 . When receiving the control signal, the conversation control unit  52  outputs speech data based on the input advice content data for output (i.e., advice content data for speech output) to the main CPU  42 , by controlling the speech conversion unit  56 . As described above, the advice content data for output is translated into the identified language identified in the player&#39;s language identifying process (S 32 ) by the translation unit  55 . Thus, the advice content data for speech output is the speech data that is the expression of the advice content data for output in the identified language. After storing the advice content data for speech output in the RAM  43 , the main CPU  42  shifts the process to S 65 . 
     When shifting to S 65 , the main CPU  42  executes a data output process. In this data output process (S 65 ), the main CPU  42  inputs into the sub control board  72  the advice content data for output stored in the RAM  43  (i.e., character data), the advice content data for speech output (i.e., speech data), and control signal. Herewith, the slot machine  1  outputs the advice message from the speaker  34  wherein the advice message is a specific advice content (e.g., “The first card is recommended very much”) specified in the advice content specifying process (S 62 ) and expressed in the identified language. At the same time, the slot machine  1  displays the advice message expressed in the identified language on the variable display unit  3 B. When the data output process (S 65 ) ends, the main CPU  42  terminates the advice information output processing program. 
     Thus, by executing the advice information output process (S 34 ), the slot machine  1  gives an advice on card selection in a special game in a language that a player can understand. Hence, the player can reliably understand the advice and fully enjoy the special game. 
     Referring back to  FIG. 1  again, description is made in detail on the processes following the advice information output process (S 34 ) in the special game processing program, with reference to the drawings. 
     After the advice information output process (S 34 ) ends, the main CPU  42  determines whether or not the player performed selection operation (S 35 ). This selection operation is “the operation” to select any of the first card image  130 A to the third card image  130 C on the special game screen. The selection operation is performed by the player pressing the touch panel  4  corresponding to the part on which the player&#39;s desired card image is displayed. Thus, the main CPU  42  determines on S 35  based on the operation signal from the touch panel  4 . If the player performed the selection operation (S 35 : YES), the main CPU  42  stores information indicating the selected card (hereinafter referred to as a selected card information) in the RAM  43 . After that, the main CPU  42  shifts the process to S 36 . On the other hand, if the player did not perform the selection operation (S 35 : NO), the main CPU  42  waits till the player performs the selection operation. 
     When shifting to S 36 , the main CPU  42  executes confirmation message output process (S 36 ). In this confirmation message output process (S 36 ), the main CPU  42  outputs to the player the confirmation message “that asks whether or not the card selected by the selection operation may be determined”. The confirmation message to be output is expressed in the identified language identified in the player&#39;s language identifying process (S 32 ). After the confirmation message output process (S 36 ) ends, the main CPU  42  shifts the process to S 37 . 
     Specifically, the confirmation message output process (S 36 ) is described. First, the main CPU  42  acquires character data related to the confirmation message from the database  57 . Then, the main CPU  42  inputs the acquired character data related to the confirmation message and control signal into the conversation control circuit  35 . 
     As a result of this, by controlling the translation unit  55 , the conversation control unit  52  outputs the character data that is the expression of the confirmation message in the identified language (hereinafter referred to as a confirmation message data for output) to the main CPU  42 , based on the character data for the confirmation message. Furthermore, by controlling the speech conversion unit  56 , the conversation control unit  52  outputs the speech data that is the expression of the confirmation message in the identified language (hereinafter referred to as a confirmation message data for speech output), based on the confirmation message data for output to the main CPU  42 . 
     Then, the main CPU  42  inputs the confirmation message data for output, the confirmation message data for speech output, and the control signal into the sub control board  72 . Herewith, the slot machine  1  outputs from the speaker  34  the confirmation message expressed in the identified language, based on the confirmation message data for speech output. The slot machine  1  also displays the selection confirmation screen on the variable display portion  3 B (Refer to  FIG. 25 ). The selection confirmation screen includes a confirmation message display part  140 . The confirmation message display part  140  displays a confirmation message based on the confirmation message data for output. Thus, the confirmation message display part  140  displays a confirmation message expressed in the identified language. In addition,  FIG. 25  shows the case in which the identified language is “English”. In this respect, it is needless to say that a language of a message to be displayed in the confirmation message display part  140  differs from the example as shown in  FIG. 25 , when the identified language is different. 
     When shifting to S 37 , the main CPU  42  determines whether or not the player performed a selection fixed operation. Now, as shown in  FIG. 25 , the confirmation message display part  140  includes an accepting operation part  141 . The selection fixed operation is the operation by the player for the accepting operation part  141 . In the slot machine  1 , the selection fixed operation is performed via the touch panel  4 . Thus, the main CPU  42  executes the determination process of S 37 , based on an operation signal from the touch panel  4 . If the player performed the selection fixed operation (S 37 : YES), the main CPU shifts the process to S 38 . On the other hand, if the player did not perform the selection fixed operation (S 37 : NO), the main CPU  42  shifts the process to S 40 . 
     In S 38 , the main CPU  42  executes a selection result judgment process. In the selection result judgment process (S 38 ), the main CPU  42  determines the content of a prize in a special game, based on the process result of the card content determination process (S 31 ) and the selection result fixed by the selection fixed operation. Thus, this main CPU  42  determines content of a prize in the special game of this time to be either “CONTINUATION” or “QUIT”. Then, the main CPU  42  transmits the content of the prize that is the selection result and the control signal to the sub control board  72 . Herewith, the slot machine  1  displays the game result screen ( FIG. 26 ) on the variable display portion  3 B. After that, the main CPU  42  shifts the process to S 39 . 
     As shown in  FIG. 26 , the game result screen includes a game result display part  150 . The game result display part  150  notifies the game result of the special game in an identified language.  FIG. 26  shows the case that is the game result screen when the identified language is “English”. If the identified language is “other language (e.g., Spanish), the display on the game result display part  150  is expressed in the “other language”. 
     When shifting to S 39 , the main CPU  42  executes a game history update process. In this game history update process (S 39 ), the main CPU  42  adds to the RAM  43  the game history information indicative of prize content of the respective cards (i.e., the first card image  130 A to the third card image  130 C) determined in the card content determination process (S 31 ). After storing the game history information for the special game of this time in the RAM  43 , the main CPU  42  terminates the special game processing program. 
     As described above, if the result of the special game is “CONTINUATION”, the player can further enjoy playing the bonus game continuously. On the other hand, if the result of the special game is “QUIT”, the slot machine  1  terminates this bonus game. In this case, the player finishes the bonus game at this point. 
     In the following, description is made on processes in the case that the player did not perform the selection fixed operation (S 37 : NO). When shifting to S 40 , the main CPU  42  determines whether or not the player performed a selection cancellation operation. Now the confirmation message display part  140  includes a cancel operation part  142  (Refer to  FIG. 25 ). The selection cancellation operation is the operation by the player for the cancel operation part  142 . In the slot machine  1 , the selection cancellation operation is performed via the touch panel  4 . Thus, the main CPU  42  executes the determination process of S 40 , based on an operation signal from the touch panel  4 . If the player performed the selection cancellation operation (S 40 : YES), the main CPU  42  shifts the process to S 41 . On the other hand, if the player did not perform the selection cancellation operation (S 40 : NO), the main CPU  42  returns the process to S 37 . 
     When shifting to S 41 , the main CPU  42  executes a selection cancellation process. In this selection cancellation process (S 41 ), the main CPU  42  erases the selected card information stored in S 35  from the RAM  43 . Herewith, the selection operation performed by the player is canceled. Then, the main CPU  42  returns the process to S 35 . As a result of this, the player can select a desired card from the first card image  130 A to the third card image again. 
     As described above, the slot machine  1  according to this embodiment awards a bonus game (S 18 ), if a predetermined condition is met (S 17 : YES) in a normal game (S 11  to S 16 ). In the bonus game, the unit free game is executed plural times. And, when the unit free game is executed predetermined times, the slot machine  1  awards the special game to the player (S 26 ). In the special game, the slot machine  1  executes a selective game wherein any one card of the first card image  130 A to the third card image  130 C is selected arbitrarily. The slot machine  1  determines the continuation or the termination of the bonus game based on the result of the player&#39;s selection in the special game. 
     In the special game, the slot machine  1  requests speech input of the player. And, the slot machine  1  identifies the player&#39;s language based on the input speech. (S 32 ) Then, the slot machine  1  runs the bonus game using expressions based on the identified player&#39;s language. Thus, the slot machine  1  can allow players who speak different languages to fully enjoy the special game and the bonus game. 
     In addition, in a special game, the slot machine  1  provides a player with an advice message on the card selection based on the game history related to the special game. This advice message is expressed in a language identified based on the player&#39;s speech input. Thus, the player can reliably understand the content of the advice message. With this, according to the slot machine  1 , even players who speak different languages can select cards based on the content of the advice message. Thus, the slot machine  1  can allow players who speak different languages to enjoy the bonus game and the special game more. 
     Furthermore, the slot machine  1  allows a player to determine and modify his/her card selection after he/she understands the advice message. As a result of this, the player can make the card selection corresponding to the advice message. In fact, the slot machine  1  allows the player to reflect the content of the advice message that he/she understood in the card selection. 
     It is obvious that the present invention should not be limited to the embodiment, and that various modifications and the variations may be made without departing from the scope of the invention. 
     For example, the present invention should not be limited to the slot machine according to the aforementioned embodiment. In fact, the present invention can be applied to a variety of gaming machines. For example, it can be applied to the card games such as a poker, etc., or a roulette game, a horse racing game, etc. In addition, the present invention can be applied to a slot machine that uses a mechanical reel. 
     The number of options in a special game is not limited to be three. In other words, the number of options can be changed arbitrarily. In addition, the content of a prize to be awarded in a special game is not limited to the content related to the continuation or the termination of the bonus game. In other words, the present invention can adopt various prize contents such as a prize awarding predetermined payout or a prize awarding another bonus game, etc. In addition, the present invention can adopt two or more kinds of prizes as a kind of prize related to a bonus game. 
     The advice content to be output in the advice information output process (S 35 ) may be related to the game history. In other words, it should not be limited to the advice content specified based on the winning probability of all options. For example, in the aforementioned embodiment, it may use an advice content targeted at a selected option (e.g., “Easy to win with the card you selected”, etc.). 
     In addition, the content of the game history information is not limited to be the prize content of the first card image  130 A to the third card image  130 C determined in the card content determination process (S 31 ). In other words, the game history information can include various types of information, as far as it is information on the game history. For example, the game history information can be configured to include information on whether or not the player fixed selection in the special game. 
     In addition, the present invention can be implemented as a gaming method for executing the processes described above. Additionally, the present invention can be implemented as a program for carrying out the gaming method in a computer and as a recording medium in which the program is recorded. 
     Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.