JP2003024621A - Game device - Google Patents

Game device

Info

Publication number
JP2003024621A
JP2003024621A JP2001213626A JP2001213626A JP2003024621A JP 2003024621 A JP2003024621 A JP 2003024621A JP 2001213626 A JP2001213626 A JP 2001213626A JP 2001213626 A JP2001213626 A JP 2001213626A JP 2003024621 A JP2003024621 A JP 2003024621A
Authority
JP
Japan
Prior art keywords
game
distance
game player
housing
player
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
JP2001213626A
Other languages
Japanese (ja)
Other versions
JP3949911B2 (en
Inventor
Narihiro Matsuda
成広 松田
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Taito Corp
Original Assignee
Taito Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Taito Corp filed Critical Taito Corp
Priority to JP2001213626A priority Critical patent/JP3949911B2/en
Publication of JP2003024621A publication Critical patent/JP2003024621A/en
Application granted granted Critical
Publication of JP3949911B2 publication Critical patent/JP3949911B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

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  • Emergency Alarm Devices (AREA)

Abstract

PROBLEM TO BE SOLVED: To call return to the front of a casing by raising a caution to a game player before performing an approach run. SOLUTION: This device is provided with a distance sensor (3) for measuring a distance between the casing and the game player, a comparing means (1) for comparing measurements by the distance sensor (3) with a prescribed value and announcing means (4 and 5) for an announcement to the game player. When it is detected by the distance sensor (3) that the distance between the casing and the game player exceeds a prescribed value, the comparing means (1) makes the announcing means (4 and 5) announce such a situation to the game player.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【発明の属する技術分野】本発明は、パンチングゲーム
に最適なゲーム装置に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a game machine most suitable for a punching game.

【0002】[0002]

【従来の技術】従来のパンチングゲーム、即ちパンチ力
(打撃力)を測定するゲームにおいては、パンチ力を高
めるために(高得点を取得するために)、助走すること
が行われていた。
2. Description of the Related Art In a conventional punching game, that is, a game for measuring punch power (striking power), an approach run is performed in order to increase punch power (to obtain a high score).

【0003】[0003]

【発明が解決しようとする課題】しかしながら、助走す
ることにより、不安定な姿勢になって転んだり、筐体に
衝突したり、挙に掛かる負担が大きくなったりして、ゲ
ームプレイヤーが怪我をする可能性があった。
However, when the runner runs, the game player may be injured because the runner may fall into an unstable posture, collide with the housing, or increase the burden on the player. There was a possibility.

【0004】本発明は、上記の問題点に鑑みてなされた
もので、助走が行われようとする前にゲームプレイヤー
に警告して、筐体の手前へ復帰することを促すことを目
的とする。
The present invention has been made in view of the above problems, and an object of the present invention is to warn a game player before an approach is attempted and to prompt the player to return to the front of the housing. .

【0005】[0005]

【課題を解決するための手段】この目的を達成するため
に、請求項1の発明は、筐体とゲームプレイヤーとの距
離を測定する距離センサー(3)と、距離センサー
(3)の測定値を所定値と比較する比較手段(1)と、
ゲームプレイヤーに報知する報知手段(4、5)とを具
備し、比較手段(1)は、距離センサー(3)によって
筐体とゲームプレイヤーとの距離が所定値を超えたこと
を検出したときに、報知手段(4、5)によりゲームプ
レイヤーに報知することを特徴とする。
In order to achieve this object, the invention of claim 1 provides a distance sensor (3) for measuring a distance between a housing and a game player, and a measured value of the distance sensor (3). A comparing means (1) for comparing
The comparing means (1) is provided with an informing means (4, 5) for informing the game player, and when the distance sensor (3) detects that the distance between the housing and the game player exceeds a predetermined value. The notification means (4, 5) notifies the game player.

【0006】請求項2の発明は、請求項1において、ゲ
ーム進行を所定期間だけ待機する待機手段(S5)を更
に具備し、比較手段(1)は、筐体とゲームプレイヤー
との距離が所定値を超えたことを検出した状態から、待
機手段(S5)が待機する所定期間中に、距離センサー
(3)によって筐体とゲームプレイヤーとの距離が所定
値以下となったことを検出したときは、ゲーム進行が正
常であるものとしてそのまま継続することを特徴とす
る。
The invention of claim 2 further comprises a standby means (S5) for waiting the game progress for a predetermined period in the first aspect, and the comparison means (1) has a predetermined distance between the casing and the game player. When it is detected by the distance sensor (3) that the distance between the housing and the game player is equal to or less than a predetermined value during a predetermined period during which the standby means (S5) waits from the state that the value exceeds the value is detected. Is characterized by continuing the game as it is, assuming that the game progresses normally.

【0007】請求項3の発明は、請求項1において、ゲ
ームが行われたことを検出するゲーム実行検出手段
(2)と、ゲーム結果をゲームプレイヤーに報知するゲ
ーム結果報知手段(4、5)とを更に具備し、比較手段
(1)は、筐体とゲームプレイヤーとの距離が所定値を
超えたことを検出した状態で、ゲーム実行検出手段
(2)によりプレイが行われたことを検出したときは、
ゲーム結果報知手段(4、5)によりゲームを無効とす
る旨の報知を行うことを特徴とする。
According to a third aspect of the present invention, in the first aspect, the game execution detecting means (2) for detecting that the game is played, and the game result notifying means (4, 5) for notifying the game result to the game player. The comparison means (1) further detects that the game execution detection means (2) has played in a state where the comparison means (1) has detected that the distance between the housing and the game player has exceeded a predetermined value. When I did
It is characterized in that the game result notification means (4, 5) notifies that the game is invalid.

【0008】請求項4の発明は、請求項1において、ゲ
ームが行われたことを検出するゲーム実行検出手段
(2)と、ゲーム進行を所定期間だけ待機する待機手段
(S5)とを更に具備し、比較手段(1)は、筐体とゲ
ームプレイヤーとの距離が所定値を超えたことを検出し
た状態から、待機手段(S5)が待機する所定期間中
に、ゲーム実行検出手段(2)によりプレイが行われた
ことを検出したときは、ゲーム結果報知手段(4、5)
によりゲームを無効とする旨の報知を行うことを特徴と
する。
According to a fourth aspect of the invention, there is further provided a game execution detecting means (2) for detecting that a game has been played, and a standby means (S5) for waiting a predetermined period for the game to proceed. Then, the comparison means (1) detects the distance between the housing and the game player exceeds a predetermined value, and then the game execution detection means (2) within a predetermined period during which the standby means (S5) waits. When it is detected that the game has been played, the game result notification means (4, 5)
Is notified that the game is invalidated.

【0009】[0009]

【発明の実施の形態】以下、本発明の実施の形態を図面
に基づいて説明する。
BEST MODE FOR CARRYING OUT THE INVENTION Embodiments of the present invention will be described below with reference to the drawings.

【0010】図1は、本発明によるゲーム装置の一実施
形態を示すブロック結線図である。
FIG. 1 is a block connection diagram showing an embodiment of a game device according to the present invention.

【0011】図1において、ゲーム装置は、CPU回路
1を中心にして、入力装置2、距離センサー3、ディス
プレイ4、およびスピーカー5から構成されている。入
力装置2は、パンチングパット(図示せず)やパンチン
グパットに連動する衝撃センサー等で構成される。距離
センサー3は、ゲーム装置の筐体とゲームプレイヤーと
の距離を測定するセンサーであり、赤外線センサーや超
音波センサー等で構成される。
In FIG. 1, the game device comprises a CPU circuit 1 as a center, an input device 2, a distance sensor 3, a display 4, and a speaker 5. The input device 2 is composed of a punching pad (not shown), an impact sensor linked to the punching pad, and the like. The distance sensor 3 is a sensor that measures the distance between the housing of the game device and the game player, and is composed of an infrared sensor, an ultrasonic sensor, or the like.

【0012】ディスプレイ4は、ビデオインターフェー
ス4aを介して供給されるCPU回路1の画像出力信号
を、可視像として画像表示する。ゲームプレイヤーは、
このディスプレイ4の可視像を見ながら入力装置2を操
作してゲームを進行する。スピーカー5は、オーディオ
インターフェース5aを介して供給されるCPU回路1
の音声出力信号を、可聴音に変換して音声出力する。ゲ
ームプレイヤーは、このスピーカー5の出力する音声を
聞きながら入力装置2を操作してゲームを進行する。
The display 4 displays the image output signal of the CPU circuit 1 supplied via the video interface 4a as a visible image. The game player is
While watching the visible image on the display 4, the input device 2 is operated to progress the game. The speaker 5 is the CPU circuit 1 supplied via the audio interface 5a.
The audio output signal of is converted into audible sound and output as audio. The game player proceeds with the game by operating the input device 2 while listening to the voice output from the speaker 5.

【0013】プログラムメモリ9には、CPU回路1の
プログラムが記憶されている。ワークメモリ10は、C
PU回路1の作業領域として用いられる。
The program of the CPU circuit 1 is stored in the program memory 9. The work memory 10 is C
It is used as a work area of the PU circuit 1.

【0014】図2は、CPU回路1のプログラムのサブ
ルーチンを示すフローチャートであり、メインルーチン
(図示せず)から呼び出されてスタートする。このプロ
グラムが呼び出されるのは、ゲーム装置の筐体とゲーム
プレイヤーとの距離が所定値を超えた場合である。プロ
グラムがスタートすると、まずステップS1で、警告画
面をディスプレイ4に表示する。警告画面は、例えば図
3に示す内容であって良く、ゲーム装置の筐体にもっと
近づくことをゲームプレイヤーに要請している。
FIG. 2 is a flow chart showing a subroutine of the program of the CPU circuit 1, which is started by being called from a main routine (not shown). This program is called when the distance between the housing of the game device and the game player exceeds a predetermined value. When the program starts, a warning screen is first displayed on the display 4 in step S1. The warning screen may have the content shown in FIG. 3, for example, and requests the game player to move closer to the housing of the game device.

【0015】ステップS2では、警告画面内に表示する
カウンターをスタートする。カウンターは、20秒から
減算するタイマーカウンターであって良く、図3には
「17」として右側中央部に表示されている。ステップ
S3では、タイマーカウンターの値がゼロになるまでに
パッド(入力装置2)が殴られず、かつゲームプレイヤ
ーがゲーム装置の筐体近くに戻ったか否かを判断する。
戻ったと判断した場合は、ステップS4に移行する。戻
らなかったと判断した場合はステップS8に移行して、
ディスプレイ4に打撃結果画面(図5)を表示し、その
画面で助走を理由として無効にした旨をゲームプレイヤ
ーに知らせ、プムグラムを終了する。図5に示す打撃結
果画面の例では、「遠くから殴ったためパンチを無効に
します」と表示している。
In step S2, the counter displayed in the warning screen is started. The counter may be a timer counter that subtracts from 20 seconds and is shown in FIG. 3 as "17" in the center right side. In step S3, it is determined whether the pad (input device 2) has not been hit by the time the value of the timer counter reaches zero, and the game player has returned to near the housing of the game device.
If it is determined that it has returned, the process proceeds to step S4. If it is determined that it has not returned, the process proceeds to step S8,
A batting result screen (FIG. 5) is displayed on the display 4, and the game player is informed that the batting result screen (FIG. 5) has been invalidated for the reason of running up, and the program is ended. In the example of the batting result screen shown in FIG. 5, "Punch is invalidated because the player hit from a distance" is displayed.

【0016】ステップS4では待機画面(図4)を表示
し、ステップS5で所定の待機時間(図2の例では1秒
間)だけ待つ。ステップS6では、ステップS5におけ
る待機時間中にパッド(入力装置2)が殴られたか否か
を判断する。殴られていないと判断した場合は、ステッ
プS7に移行する。殴られたと判断した場合はステップ
S8に移行して、ディスプレイ4に打撃結果画面(図
5)を表示し、その画面で助走を理由として無効にした
旨をゲームプレイヤーに知らせ、プムグラムを終了す
る。
In step S4, a standby screen (FIG. 4) is displayed, and in step S5, a predetermined standby time (1 second in the example of FIG. 2) is waited. In step S6, it is determined whether or not the pad (input device 2) has been hit during the waiting time in step S5. If it is determined that the player has not been hit, the process proceeds to step S7. If it is determined that the player has been hit, the process proceeds to step S8, the batting result screen (FIG. 5) is displayed on the display 4, and the game player is informed that the batting result screen has been invalidated on the screen, and Pumgram ends.

【0017】ステップS7では、ステップS5における
待機時間中にゲームプレイヤーがゲーム装置の筐体から
離れたか否かを判断する。離れたと判断した場合は、ス
テップS1に戻り、上記のプログラムを繰り返す。離れ
ていないと判断した場合は、プムグラムを終了してメイ
ンルーチン(図示せず)に戻る。
In step S7, it is determined whether or not the game player has left the housing of the game device during the waiting time in step S5. If it is determined that the user has separated, the process returns to step S1 and the above program is repeated. If it is determined that the player has not left, the program is terminated and the process returns to the main routine (not shown).

【0018】以上、本発明を実施の形態により説明した
が、本発明の技術的思想によれば、種々の変形が可能で
ある。例えば、上述した実施形態においては、挙でパッ
ドを殴るゲーム装置を例にして説明したが、キックパッ
ドやサッカーボールを足で蹴るゲーム装置に本発明を適
用することもできる。
Although the present invention has been described with reference to the embodiments, various modifications can be made according to the technical idea of the present invention. For example, in the above-described embodiment, the game device that hits the pad at once is described as an example, but the present invention can also be applied to a game device that kicks a kick pad or a soccer ball with a foot.

【0019】また、上述した実施形態においては、ディ
スプレイ4により警告を出すようにした例で説明した
が、スピーカー5から音声で警告を出すようにしても良
いし、ディスプレイ4とスピーカー5とを併用して警告
を出すようにしても良い。
Further, in the above-mentioned embodiment, the example in which the warning is given by the display 4 has been described, but the warning may be given by voice from the speaker 5, or the display 4 and the speaker 5 may be used together. You may make it warn.

【0020】[0020]

【発明の効果】以上のように、本発明のゲーム装置によ
れば、距離センサー(3)によって筐体とゲームプレイ
ヤーとの距離が所定値を超えたことを検出したときに、
比較手段(1)が報知手段(4、5)によりゲームプレ
イヤーに報知するようにしたので、助走が行われようと
する前にゲームプレイヤーに警告して、筐体の手前へ復
帰することを促すことが可能となる。
As described above, according to the game device of the present invention, when the distance sensor (3) detects that the distance between the housing and the game player exceeds a predetermined value,
Since the comparing means (1) notifies the game player by the notifying means (4, 5), the game player is warned before the run-up is attempted and the player is urged to return to the front of the housing. It becomes possible.

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明によるゲーム装置の一実施形態を示すブ
ロック結線図である。
FIG. 1 is a block connection diagram showing an embodiment of a game device according to the present invention.

【図2】本発明によるゲーム装置の一実施形態を示すフ
ローチャートである。
FIG. 2 is a flowchart showing an embodiment of a game device according to the present invention.

【図3】本発明によるゲーム装置の一実施形態を示す正
面図である。
FIG. 3 is a front view showing an embodiment of the game device according to the present invention.

【図4】本発明によるゲーム装置の一実施形態を示す正
面図である。
FIG. 4 is a front view showing an embodiment of the game device according to the present invention.

【図5】本発明によるゲーム装置の一実施形態を示す正
面図である。
FIG. 5 is a front view showing an embodiment of the game device according to the present invention.

【符号の説明】[Explanation of symbols]

1 CPU回路 2 入力装置 3 距離センサー 4 ディスプレイ 4a ビデオインターフェース 5 スピーカー 5a オーディオインターフェース 9 プログラムメモリ 10 ワークメモリ 1 CPU circuit 2 input devices 3 distance sensor 4 display 4a video interface 5 speakers 5a audio interface 9 Program memory 10 work memory

Claims (4)

【特許請求の範囲】[Claims] 【請求項1】筐体とゲームプレイヤーとの距離を測定す
る距離センサー(3)と、 該距離センサー(3)の測定値を所定値と比較する比較
手段(1)と、 前記ゲームプレイヤーに報知する報知手段(4、5)と
を具備し、 前記比較手段(1)は、前記距離センサー(3)によっ
て筐体とゲームプレイヤーとの距離が所定値を超えたこ
とを検出したときに、前記報知手段(4、5)により前
記ゲームプレイヤーに報知することを特徴とするゲーム
装置。
1. A distance sensor (3) for measuring a distance between a housing and a game player, a comparing means (1) for comparing a measured value of the distance sensor (3) with a predetermined value, and notifying the game player. The comparing means (1), when the distance sensor (3) detects that the distance between the housing and the game player exceeds a predetermined value, the comparing means (4, 5) A game device characterized by notifying the game player by notifying means (4, 5).
【請求項2】ゲーム進行を所定期間だけ待機する待機手
段(S5)を更に具備し、 前記比較手段(1)は、筐体とゲームプレイヤーとの距
離が所定値を超えたことを検出した状態から、前記待機
手段(S5)が待機する所定期間中に、前記距離センサ
ー(3)によって筐体とゲームプレイヤーとの距離が所
定値以下となったことを検出したときは、ゲーム進行が
正常であるものとしてそのまま継続することを特徴とす
る請求項1に記載のゲーム装置。
2. A state in which a standby means (S5) for waiting for the progress of the game for a predetermined period is further provided, and the comparison means (1) detects that the distance between the housing and the game player exceeds a predetermined value. From the above, when the distance sensor (3) detects that the distance between the housing and the game player is equal to or less than a predetermined value during the predetermined period during which the standby means (S5) waits, the game progress is normal. The game apparatus according to claim 1, wherein the game apparatus continues as it is.
【請求項3】ゲームが行われたことを検出するゲーム実
行検出手段(2)と、 ゲーム結果を前記ゲームプレイヤーに報知するゲーム結
果報知手段(4、5)とを更に具備し、 前記比較手段(1)は、筐体とゲームプレイヤーとの距
離が所定値を超えたことを検出した状態で、前記ゲーム
実行検出手段(2)によりプレイが行われたことを検出
したときは、前記ゲーム結果報知手段(4、5)により
ゲームを無効とする旨の報知を行うことを特徴とする請
求項1に記載のゲーム装置。
3. A game execution detecting means (2) for detecting that a game has been played, and a game result notifying means (4, 5) for notifying a game result to the game player. (1) is a game result when the game execution detecting means (2) detects that a play has been performed while detecting that the distance between the housing and the game player exceeds a predetermined value. The game device according to claim 1, wherein the notification means (4, 5) notifies that the game is invalidated.
【請求項4】ゲームが行われたことを検出するゲーム実
行検出手段(2)と、 ゲーム進行を所定期間だけ待機する待機手段(S5)と
を更に具備し、 前記比較手段(1)は、筐体とゲームプレイヤーとの距
離が所定値を超えたことを検出した状態から、前記待機
手段(S5)が待機する所定期間中に、前記ゲーム実行
検出手段(2)によりプレイが行われたことを検出した
ときは、前記ゲーム結果報知手段(4、5)によりゲー
ムを無効とする旨の報知を行うことを特徴とする請求項
1に記載のゲーム装置。
4. A game execution detection means (2) for detecting that a game has been played, and a standby means (S5) for waiting for a predetermined period of the game progress, said comparison means (1). Playing is performed by the game execution detecting means (2) during a predetermined period during which the standby means (S5) waits after detecting that the distance between the housing and the game player exceeds a predetermined value. The game device according to claim 1, wherein when the game result is detected, the game result notification means (4, 5) notifies that the game is invalid.
JP2001213626A 2001-07-13 2001-07-13 Game device Expired - Fee Related JP3949911B2 (en)

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Application Number Priority Date Filing Date Title
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP2078546A1 (en) * 2006-08-25 2009-07-15 Konami Digital Entertainment Co., Ltd. Game device, notification method, information recording medium, and program

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP2078546A1 (en) * 2006-08-25 2009-07-15 Konami Digital Entertainment Co., Ltd. Game device, notification method, information recording medium, and program
EP2078546A4 (en) * 2006-08-25 2009-12-09 Konami Digital Entertainment Game device, notification method, information recording medium, and program
US8162754B2 (en) 2006-08-25 2012-04-24 Konami Digital Entertainment Co., Ltd Game device, notification method, non-transitory information recording medium and program for informing displacement of game controller mat

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