JP2016093383A5 - - Google Patents

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JP2016093383A5
JP2016093383A5 JP2014232174A JP2014232174A JP2016093383A5 JP 2016093383 A5 JP2016093383 A5 JP 2016093383A5 JP 2014232174 A JP2014232174 A JP 2014232174A JP 2014232174 A JP2014232174 A JP 2014232174A JP 2016093383 A5 JP2016093383 A5 JP 2016093383A5
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上記目的を達成するために、第一の発明に係る遊技機は、遊技球による第1始動領域の通過を契機として、第1遊技情報を取得する第1遊技情報取得手段と、前記第1遊技情報取得手段により取得された1遊技情報に基づいて、遊技球による第2始動領域の通過が可能となる第1遊技状態を生起させるか否かを判定する第1当落判定を実行する第1当落判定手段と、遊技球による第2始動領域の通過を契機として、第2遊技情報を取得する第2遊技情報取得手段と、遊技球による第3始動領域の通過を契機として、第3遊技情報を取得する第3遊技情報取得手段と、前記第2遊技情報取得手段により取得された2遊技情報又は前記第3遊技情報取得手段により取得された第3遊技情報に基づいて、遊技球による特定領域の通過が可能となる2遊技状態を生起させるか否かを判定する第2当落判定を実行する第2当落判定手段と、第2当落判定により2遊技状態を生起させることが判定された場合に、当選種別を判定する当選種別判定実行する当選種別判定手段と、第2当落判定の結果を報知する報知表示を実行する報知表示制御手段と、第2当落判定により第2遊技状態を生起させることが判定された場合に、当選種別判定により判定された当選種別に応じた第2遊技状態を生起させる第2遊技状態制御手段と、第2遊技状態の終了後に、入球困難状態と比較して第1遊技状態が生起され易くなる入球容易状態を生起させる入球状態制御手段と、2遊技状態の生起中に遊技球による定領域の通過が検出されなかった場合には、当該第2遊技状態の終了後に、確率状態を生起させ、2遊技状態の生起中に遊技球による定領域の通過が検出された場合には、当該第2遊技状態の終了後に、確率状態を生起させる確率状態制御手段と、確率状態が生起されている場合に、前記第2遊技情報取得手段により取得された2遊技情報又は前記第3遊技情報取得手段により取得された第3遊技情報に基づいて、当該高確率状態を終了するか否かを判定する転落判定を実行する転落判定手段と、落判定により確率状態を終了することが判定された場合に、確率状態の終了を示唆する転落示唆演出を実行する演出制御手段と、を備え、高確率状態の生起中には、低確率状態の生起中と比較して第2当落判定により第2遊技状態を生起させることが判定される確率が高くなり、当選種別として、第2遊技状態の生起中における遊技球による定領域の通過が困難となる第1当選種別と、第2遊技状態の生起中における遊技球による定領域の通過が容易となる第2当選種別と、が含まれ、前記確率状態制御手段は、落判定により確率状態を終了することが判定された場合、当該高確率状態を終了して、確率状態を生起させ、前記入球状態制御手段は、球容易状態の生起中に実行された知表示の回数が所定回数に達した際に、確率状態が生起されている場合には、当該入球容易状態を終了し、確率状態が生起されている場合には、当該入球容易状態を、当該高確率状態が終了されるまで継続し、前記演出制御手段は、球容易状態が生起されてから、当該入球容易状態の生起中に実行された知表示の回数が前記所定回数に達するまでの期間中に実行された落判定により確率状態を終了することが判定された場合には、落示唆演出を実行しないことを特徴とする。 In order to achieve the above object, a gaming machine according to a first aspect of the present invention is a first gaming information acquisition means for acquiring first gaming information triggered by passage of a first starting area by a gaming ball, and the first gaming Based on the first game information acquired by the information acquisition means, a first winning determination is performed to determine whether or not to cause a first game state that allows the game ball to pass through the second start area. The third game information is triggered by the passing of the second start area by the game ball and the second game information acquiring means for acquiring the second game information by the passing of the third start area by the game ball. a third game information acquisition means for acquiring, based on the third game information obtained by the second game information or the third game information acquiring unit acquired by the second game information acquisition unit, identification by the game ball Allowing the passage of the area A second Toraku determination means for performing a second Toraku determination determines whether to rise to the second game state, if the second Toraku determination be rise to second gaming state is determined, the winning type It is determined that the winning type determination means for performing the determination of the winning type to be determined , the notification display control means for executing the notification display for notifying the result of the second winning determination, and the second gaming state being caused by the second winning determination. The second game state control means for causing the second game state corresponding to the winning type determined by the winning type determination, and the first game in comparison with the difficult to enter state after the end of the second gaming state. and inlet ball state control means condition is occurring to rise to easy Kunar ball entrance easy state, when the passing of the specific area by the game ball during the occurrence of the second game condition is not detected, the second game after the state of the end, low-probability-like Was occurring, when the passing of the specific area by the game ball during the occurrence of the second game condition is detected, after the end of the second game condition, and probability state control means for rise to high probability state, high If the probability state is occurring, based on the third game information obtained by the second game information or the third game information acquiring unit acquired by the second game information acquiring unit, the high-probability state performing a tumble determination means for performing a tumble determination determines whether to end, if it is determined to end the high-probability state by rolling drop determination, the tumble suggested directing suggesting completion of high-probability state And a production control means, and during the occurrence of the high probability state, the probability that it is determined that the second gaming state is caused by the second winning judgment is higher than that during the occurrence of the low probability state. As the selection type, in the second gaming state A first win type passage of a specific area is difficult due to the game balls in the occurrence, and a second win type passage of a specific region is facilitated by the game ball during the occurrence of the second game state, it contains the probability state control unit, when it is determined to end the high-probability state by rolling drop determination, and terminates the high-probability state, to rise to a low probability state, entering-bulb state control means, when the number of broadcast intellectual display performed during the occurrence of the incoming balls easily state has reached a predetermined number of times, when the low probability state is occurring, exit the ball entrance easy state, the high-probability state if it is occurring, the said ball entrance easy state continues until the high probability state is ended, the presentation control unit may occur since the occurrence incoming balls easy state, of the ball entrance easily state until the number of broadcast knowledge representation performed during reaches the predetermined number of times If the rolling drop determination performed during a period that ends a high probability state is determined is characterized in that it does not perform the rolling drop suggested effect.

第一の発明に係る遊技機では、遊技球による第2始動領域の通過を契機として取得された第2遊技情報又は遊技球による第3始動領域の通過を契機として取得された第3遊技情報に基づいて、第2当落判定が実行される。た、第2当落判定により第2遊技状態を生起させることが判定された場合には、当選種別を判定する当選種別判定が実行される。
第2当落判定により第2遊技状態を生起させることが判定された場合には、第2遊技状態が生起され、当該第2遊技状態において、遊技球による特定領域の通過が可能となる
そして、第2遊技状態の生起中に遊技球による特定領域の通過が検出されなかった場合には、当該第2遊技状態の終了後に、低確率状態が生起され、第2遊技状態の生起中に遊技球による特定領域の通過が検出された場合には、当該第2遊技状態の終了後に、高確率状態が生起される。
また、高確率状態の生起中には、当該高確率状態を終了するか否かを判定する転落判定が実行される。
そして、転落判定により高確率状態を終了することが判定された場合には、当該高確率状態が終了されて、低確率状態が生起される。
これによって、第一の発明に係る遊技機では、第2遊技状態が生起されても、当該第2遊技状態おいて、遊技球による特定領域の通過がなかった場合には、当該第2遊技状態の終了後に、高確率状態が生起されることがない。
したがって、転落抽選により高確率状態を終了することが判定される確率を、第2遊技状態の終了後に必ず高確率状態が生起される場合と比較して低く設定しても、出玉率を所定範囲内に収めることができる。
よって、第一の発明に係る遊技機では、高確率状態が生起された場合に、当該高確率状態が継続する確率が高くなり、遊技の興趣を向上することが可能となる。
また、第一の発明に係る遊技機では、当選種別として、第2遊技状態の生起中における遊技球による特定領域の通過が困難となる第1当選種別と、第2遊技状態の生起中における遊技球による特定領域の通過が容易となる第2当選種別と、を有している。
これによって、第一の発明に係る遊技機では、当選種別に応じて、当該第2遊技状態の終了後に高確率状態が生起される可能性が変化し、遊技の興趣を更に向上することが可能となる。
さらに、第一の発明に係る遊技機では、2遊技状態の終了後に、第1遊技状態が生起され易い入球容易状態が生起される。
入球容易状態は、少なくとも、2遊技状態の終了後から、当該入球容易状態の生起中に所定回数の報知表示が実行されるまでの期間(所定継続期間)継続する。
そして、入球容易状態の生起中に実行された報知表示の回数が所定回数に達した際に、低確率状態が生起されている場合には、当該入球容易状態が終了される。一方、入球容易状態の生起中に実行された報知表示の回数が所定回数に達した際に、高確率状態が生起されている場合には、当該入球容易状態は、その後に低確率状態が生起されるまで継続する。
また、転落判定により高確率状態を終了することが判定された場合に、当該高確率状態の終了を示唆する転落示唆演出が実行される。特に、所定継続期間中に実行される転落判定については、転落示唆演出が実行されない。
これによって、第一の発明に係る遊技機では、所定継続期間中に実行された転落判定により高確率状態を終了することが判定された場合には、転落判定により高確率状態を終了することが判定されたことが報知されず、遊技者は、確率状態が高確率状態から低確率状態に変更されることを認識できない。したがって、所定継続期間中には、遊技者は、現在の確率状態(高確率状態又は低確率状態)を認識することができない状態で遊技を進行する。
一方、所定継続期間の終了後に実行された転落判定により高確率状態を終了することが判定された場合には、転落判定により高確率状態を終了することが判定されたことが報知され、遊技者は、確率状態が高確率状態から低確率状態に変更されることを認識できる。
したがって、第一の発明に係る遊技機によれば、遊技の興趣を更に向上することが可能となる。
In the gaming machine according to the first aspect of the invention, the second game information acquired when the game ball passes through the second start area or the third game information acquired when the game ball passes through the third start area as a trigger Based on this, the second winning determination is executed. Also, when the second Toraku determination be rise to second gaming state is determined determines winning type determination the winning type is executed.
When it is determined by the second winning determination that the second game state is to be generated, the second game state is generated, and in the second game state, the game ball can pass through the specific area .
And, when the passage of the specific area by the game ball is not detected during the occurrence of the second gaming state, a low probability state is caused after the end of the second gaming state, and during the occurrence of the second gaming state When passage of the specific area by the game ball is detected, a high probability state is generated after the end of the second game state.
Further, during the occurrence of the high probability state, a fall determination for determining whether or not to end the high probability state is executed.
When it is determined by the fall determination that the high probability state is to be ended, the high probability state is ended and a low probability state is generated.
Thereby, in the gaming machine according to the first aspect of the present invention, be occur the second game state, Oite to the second game state, if there is no passage of a specific region by the game ball is the second game A high probability state will not occur after the state ends.
Therefore, even if the probability of determining that the high probability state is to be ended by the falling lottery is set lower than the case where the high probability state is always generated after the end of the second gaming state, the payout rate is predetermined. Can be within the range.
Therefore, in the gaming machine according to the first invention, when a high probability state occurs, the probability that the high probability state continues is increased, and it is possible to improve the interest of the game.
Further, in the gaming machine according to the first invention, the winning type, first and winning type the passage of a specific region by the game ball becomes difficult during the occurrence of the second game state, a game during the occurrence of the second game state A second winning type that facilitates passage of a specific area by a sphere.
As a result, in the gaming machine according to the first invention, the possibility of a high probability state occurring after the end of the second gaming state changes according to the winning type, and it is possible to further improve the interest of the game It becomes.
Furthermore, in the gaming machine according to the first aspect, after the second gaming state is ended, a ball entering easy state in which the first gaming state is likely to occur is generated.
The easy-to-enter state continues for at least a period (predetermined duration) from the end of the second gaming state until a predetermined number of notification displays are executed during the occurrence of the easy-to-enter state.
And when the frequency | count of the notification display performed during generation | occurrence | production of the easy-to-enter state reaches the predetermined number of times, when the low probability state has occurred, the easy-to-enter state is terminated. On the other hand, if the high probability state has occurred when the number of notification displays executed during occurrence of the easy entry state has reached a predetermined number, the easy entry state is the low probability state thereafter. Continue until occurs.
Further, when it is determined by the fall determination that the high probability state is to be ended, a fall suggestion effect that suggests the end of the high probability state is executed. In particular, for the fall determination executed during the predetermined duration, the fall suggesting effect is not executed.
Thereby, in the gaming machine according to the first invention, when it is determined that the high probability state is ended by the fall determination executed during the predetermined duration, the high probability state may be ended by the fall determination. The determination is not notified and the player cannot recognize that the probability state is changed from the high probability state to the low probability state. Therefore, during the predetermined duration, the player proceeds with the game in a state where the current probability state (high probability state or low probability state) cannot be recognized.
On the other hand, when it is determined that the high probability state is ended by the fall determination performed after the end of the predetermined duration, it is notified that the high probability state is determined to be ended by the fall determination, and the player Can recognize that the probability state is changed from the high probability state to the low probability state.
Therefore, according to the gaming machine according to the first invention, it is possible to further improve the interest of the game.

第二の発明に係る遊技機は、第一の発明に係る遊技機において、前記演出制御手段は、球容易状態の生起中に実行された知表示の回数が前記所定回数に達した場合に、当該所定回数目以降の特定の報知表示の実行中に、前記確率状態制御手段により生起されている確率状態を示唆する確率示唆演出を実行することを特徴とする。
第二の発明に係る遊技機では、入球容易状態の生起中に実行された報知表示の回数が所定回数に達した場合に、所定回数目以降の特定の報知表示の実行中に、現在の確率状態(高確率状態又は低確率状態)が報知される。
これによって、第二の発明に係る遊技機では、所定継続期間中に実行された転落判定により高確率状態を終了することが判定された場合には、特定の報知表示の実行中に、現在の確率状態が低確率状態であることが報知される。
一方、所定継続期間中に実行された転落判定により高確率状態を終了することが判定されていない場合には、特定の報知表示の実行中に、現在の確率状態が高確率状態であることが報知される。
したがって、第二の発明に係る遊技機によれば、遊技の興趣を更に向上することが可能となる。
ここで、特定の報知表示としては、後述する「分岐変動表示」が該当する。確率示唆演出としては、後述する「継続演出」及び「転落演出」が該当する。
Gaming machine according to the second invention, in the gaming machine according to the first invention, the attraction control means, when the number of distribution known display performed during the occurrence of the incoming balls easily state reaches the predetermined number of times In addition, during the execution of the specific notification display after the predetermined number of times, a probability suggesting effect that suggests the probability state generated by the probability state control means is executed.
In the gaming machine according to the second aspect of the present invention, when the number of notification displays executed during occurrence of the easy entry state has reached a predetermined number of times, during the execution of a specific notification display after the predetermined number of times, A probability state (high probability state or low probability state) is notified.
Thus, in the gaming machine according to the second invention, when it is determined that the high probability state is to be ended by the fall determination performed during the predetermined duration, the current notification display is performed during the execution of the specific notification display. It is notified that the probability state is a low probability state.
On the other hand, if it is not determined to end the high probability state by the fall determination performed during the predetermined duration, the current probability state may be the high probability state during execution of the specific notification display. Informed.
Therefore, according to the gaming machine according to the second invention, it is possible to further improve the interest of the game.
Here, “branch fluctuation display” described later corresponds to the specific notification display. As the probability suggestion effect, “continuation effect” and “falling effect” described later are applicable.

Claims (2)

遊技球による第1始動領域の通過を契機として、第1遊技情報を取得する第1遊技情報取得手段と、
前記第1遊技情報取得手段により取得された1遊技情報に基づいて、遊技球による第2始動領域の通過が可能となる第1遊技状態を生起させるか否かを判定する第1当落判定を実行する第1当落判定手段と、
遊技球による第2始動領域の通過を契機として、第2遊技情報を取得する第2遊技情報取得手段と、
遊技球による第3始動領域の通過を契機として、第3遊技情報を取得する第3遊技情報取得手段と、
前記第2遊技情報取得手段により取得された2遊技情報又は前記第3遊技情報取得手段により取得された第3遊技情報に基づいて、遊技球による特定領域の通過が可能となる2遊技状態を生起させるか否かを判定する第2当落判定を実行する第2当落判定手段と、
2当落判定により2遊技状態を生起させることが判定された場合に、当選種別を判定する当選種別判定実行する当選種別判定手段と、
第2当落判定の結果を報知する報知表示を実行する報知表示制御手段と、
第2当落判定により第2遊技状態を生起させることが判定された場合に、当選種別判定により判定された当選種別に応じた第2遊技状態を生起させる第2遊技状態制御手段と、
2遊技状態の終了後に、入球困難状態と比較して第1遊技状態が生起され易くなる入球容易状態を生起させる入球状態制御手段と、
2遊技状態の生起中に遊技球による定領域の通過が検出されなかった場合には、当該第2遊技状態の終了後に、確率状態を生起させ、2遊技状態の生起中に遊技球による定領域の通過が検出された場合には、当該第2遊技状態の終了後に、確率状態を生起させる確率状態制御手段と、
確率状態が生起されている場合に、前記第2遊技情報取得手段により取得された2遊技情報又は前記第3遊技情報取得手段により取得された第3遊技情報に基づいて、当該高確率状態を終了するか否かを判定する転落判定を実行する転落判定手段と、
落判定により確率状態を終了することが判定された場合に、確率状態の終了を示唆する転落示唆演出を実行する演出制御手段と、を備え、
高確率状態の生起中には、低確率状態の生起中と比較して第2当落判定により第2遊技状態を生起させることが判定される確率が高くなり、
選種別として、第2遊技状態の生起中における遊技球による定領域の通過が困難となる第1当選種別と、第2遊技状態の生起中における遊技球による定領域の通過が容易となる第2当選種別と、が含まれ、
前記確率状態制御手段は、落判定により確率状態を終了することが判定された場合、当該高確率状態を終了して、確率状態を生起させ、
前記入球状態制御手段は、球容易状態の生起中に実行された知表示の回数が所定回数に達した際に、確率状態が生起されている場合には、当該入球容易状態を終了し、確率状態が生起されている場合には、当該入球容易状態を、当該高確率状態が終了されるまで継続し、
前記演出制御手段は、球容易状態が生起されてから、当該入球容易状態の生起中に実行された知表示の回数が前記所定回数に達するまでの期間中に実行された落判定により確率状態を終了することが判定された場合には、落示唆演出を実行しないことを特徴とする遊技機。
First game information acquisition means for acquiring first game information triggered by passage of the first starting area by a game ball;
Based on the first game information obtained by the first game information acquiring unit, a first Toraku determination determines whether to rise to the first game condition in which it is possible to pass the second start area by the game ball First winning determination means to be executed;
Second game information acquisition means for acquiring second game information triggered by passage of the second starting area by a game ball;
Third game information acquisition means for acquiring third game information triggered by passage of the third starting area by a game ball;
Based on the third game information obtained by the second game information or the third game information acquisition means is acquired by the second game information acquisition unit, a second gaming state in which it is possible to pass a particular area by the game ball Second winning determination means for executing a second winning determination for determining whether or not to cause
If the be occur the second game state by the second Toraku determined is determined, and the winning type determining means for performing the determining winning type determination the winning type,
Notification display control means for executing notification display for notifying the result of the second winning determination ;
A second gaming state control means for causing a second gaming state corresponding to the winning type determined by the winning type determination when it is determined that the second gaming state is caused by the second winning determination;
After the end of the second game state, and entering the sphere state control means for rise to ball entrance is occurs first game state as compared to the hard state easily Kunar ball entrance easy state,
When the passage of the specific area by the game ball is not detected during the occurrence of the second game state, a game after the end of the second game condition, in to rise to low probability state, the occurrence of the second game state when the passage of the specific area by the sphere is detected, after the end of the second game condition, and probability state control means for rise to high probability state,
When the high-probability state is occurring, based on the third game information obtained by the second game information or the third game information acquiring unit acquired by the second game information acquiring unit, the high probability state A fall determination means for executing a fall determination to determine whether or not to end
Rolling when the drop determination may terminate high probability state is determined, includes a presentation control means for executing a tumble suggest directing suggesting completion of high-probability state, and
During the occurrence of the high probability state, the probability that the second game state is determined to occur by the second winning determination is higher than that during the occurrence of the low probability state.
As those selected type, first and winning type passing the specific region by the game ball during the occurrence of the second game state becomes difficult, the passage of a specific region by the game ball during the occurrence of the second gaming state easily And the second winning type,
The probability state control unit, when it is determined to end the high-probability state by rolling drop determination, and terminates the high-probability state, to rise to a low probability state,
Entering-bulb state control means, when the number of distribution known display performed during the occurrence of the incoming balls easily state has reached a predetermined number of times, when the low probability state is occurring is the ball entrance easily state When the high probability state has occurred, the easy entry state is continued until the high probability state is ended,
The presentation control means from being occurrence incoming balls easier conditions, rolling drop determination performed during a period until the number of boric known display performed during the occurrence of the ball entrance easier state reaches the predetermined number of times by if it is determined to end the high-probability state, game machine characterized in that it does not perform the rolling drop suggested effect.
前記演出制御手段は、球容易状態の生起中に実行された知表示の回数が前記所定回数に達した場合に、当該所定回数目以降の特定の報知表示の実行中に、前記確率状態制御手段により生起されている確率状態を示唆する確率示唆演出を実行することを特徴とする請求項1に記載の遊技機。 The presentation control means, when the number of boric known display performed during the occurrence of the incoming balls easily state reaches the predetermined number of times, during the execution of a specific warning and displaying of the predetermined number of times and subsequent, the probability state The gaming machine according to claim 1, wherein a probability suggestion effect that suggests a probability state caused by the control means is executed.
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