JPH08318051A - Game machine capable of changing tone of voice output - Google Patents

Game machine capable of changing tone of voice output

Info

Publication number
JPH08318051A
JPH08318051A JP7152712A JP15271295A JPH08318051A JP H08318051 A JPH08318051 A JP H08318051A JP 7152712 A JP7152712 A JP 7152712A JP 15271295 A JP15271295 A JP 15271295A JP H08318051 A JPH08318051 A JP H08318051A
Authority
JP
Japan
Prior art keywords
word
tone
voice
frequency data
character
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
JP7152712A
Other languages
Japanese (ja)
Other versions
JP3274041B2 (en
Inventor
Shoji Takahashi
章二 高橋
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 JP15271295A priority Critical patent/JP3274041B2/en
Publication of JPH08318051A publication Critical patent/JPH08318051A/en
Application granted granted Critical
Publication of JP3274041B2 publication Critical patent/JP3274041B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6063Methods for processing data by generating or executing the game program for sound processing

Abstract

PURPOSE: To output a selected word in a tone suited to the image of a character by providing a frequency data selection means for selecting the tone of the selected word and a tone conversion means for turning the selected word to the selected tone and attaining the selected tone when the character speaks the selected word. CONSTITUTION: When a player presses the button of an operation unit and inputs word selection signals so as to select the word on a tone setting screen, a word selection part 12 receives word selection signals, reads character ROM sampling data and inputs them to a tone conversion part 14. Then, when the player inputs frequency data selection signals by the operation unit, a frequency data selection part 13 sends out selected frequency data to the tone conversion part 14, the tone conversion part 14 converts PCM sampling data read out from a character ROM into the height of the tone of the frequency data sent from the frequency data selection part 13 and sends them to a voice generation circuit and the voice of the word in the selected tone is outputted from a speaker.

Description

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

【0001】[0001]

【産業上の利用分野】本発明は、登場人物が話かけた
り、相手と会話したりする場面を有するゲーム機に関す
る。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a game machine having a scene in which a character speaks to or talks with an opponent.

【0002】[0002]

【従来の技術】上記ゲーム機の代表的なものとしてロー
ルプレイングゲームがある。このロールプレイングゲー
ムは、主人公や旅人等、多数の人物が登場し、主人公が
一定の目的に向かって進行するものである。ゲームを進
行する上で、例えば、主人公が村人や旅人と会話を行い
必要な情報を得ることにより、さらに目的に近づくとい
う手法が取られる。このような場面では、主人公および
相手の会話内容が画面上に表示される。プレーヤーは、
画面上に表示される説明を読み、その内容に基づき、つ
ぎの操作を行っている。したがって、ゲームの進行が単
調になり勝ちであった。
2. Description of the Related Art A role-playing game is a typical one of the above game machines. In this role-playing game, a large number of characters such as a hero and a traveler appear, and the hero progresses toward a certain purpose. In proceeding with the game, for example, the main character may have a conversation with a villager or a traveler to obtain necessary information so that the hero approaches the goal further. In such a scene, the conversation between the hero and the other party is displayed on the screen. The player is
I read the explanation displayed on the screen and perform the following operations based on the contents. Therefore, the progress of the game was monotonous and it was a win.

【0003】[0003]

【発明が解決しようとする課題】そこで、登場人物が相
手に遭遇したときに最初に発する言葉を音声出力するこ
とが考えられる。この場合、登場人物のイメージに適し
た声色で音声を出力させることができれば、ゲームに変
化を出すことができ、より興味を持たせることができ
る。一方、1種類の音声サンプリングデータを用いて音
声を発することを考えた場合、声色を複数にするにはそ
の分だけメモリを増加させなければならず、容量的に限
界がある。本発明の目的は、メモリ容量の制約を受ける
ことなく、ゲームの進行中に登場人物が会話を行う場
合、予め選択した言葉に対して、その登場人物のイメー
ジに適した声色で音声を出力できるゲーム機を提供する
ことにある。
Therefore, it is conceivable to voice output the first word spoken when a character encounters an opponent. In this case, if the voice can be output in a voice color suitable for the image of the character, the game can be changed and the player can be more interested. On the other hand, when it is considered that one type of voice sampling data is used to generate a voice, in order to have a plurality of voice colors, the memory must be increased by that amount, and there is a limit in capacity. An object of the present invention is to output a voice in a voice color suitable for an image of a character selected in advance when a character has a conversation during the progress of a game without being restricted by a memory capacity. To provide a game console.

【0004】[0004]

【課題を解決するための手段】前記目的を達成するため
に本発明によるゲーム機は、登場人物が話かけたり、相
手と会話したりする場面を有するゲーム機において、前
記登場人物が発する言葉の1つを選択するための言葉選
択手段と、前記選択された言葉の音声に対し複数種類の
声色の1つを選択するための周波数データ選択手段と、
前記選択された言葉を前記選択された声色にする声色変
換手段とを設け、ゲーム進行時に、登場人物が前記選択
した言葉を話すとき、前記選択した声色で発するように
構成してある。
In order to achieve the above-mentioned object, a game machine according to the present invention is a game machine having a scene in which a character speaks to or talks with an opponent. Word selecting means for selecting one, frequency data selecting means for selecting one of a plurality of types of voice colors for the voice of the selected word,
A voice color conversion means for converting the selected word into the selected voice color is provided, and when the character speaks the selected word when the game progresses, the selected voice color is emitted.

【0005】[0005]

【作用】前記構成によれば、ゲームに様々な変化を与え
ることができバラエティーに富ませることができる。
According to the above construction, various changes can be given to the game and the variety can be enhanced.

【0006】[0006]

【実施例】以下、図面を参照して本発明をさらに詳しく
説明する。図1は、本発明による音声出力の声色を変え
ることができるゲーム機の構成を示すブロック図であ
る。本図は、例えば、主人公が魔物を退治するために旅
立つ等のロールプレイングゲーム機の例である。プレー
ヤーの操作によってゲーム機が起動されると、CPU1
はシステムバス2を介してロールプレイングゲームを実
行するための動作プログラムをプログラムROM6より
読み出し、その動作プログラムの実行を開始する。キャ
ラクタROM7からキャラクタを読み出しスクリーンメ
モリ8に画像データを格納し、CRT9にロールプレイ
ングゲームを開始するための画面を表示する。プレーヤ
ーは画面表示指示に基づき操作装置4のボタン等を操作
してゲームを進めることができる。
DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described in more detail below with reference to the drawings. FIG. 1 is a block diagram showing a configuration of a game machine capable of changing a voice color of a voice output according to the present invention. This figure is an example of a role-playing game machine, such as a hero taking a journey to defeat a monster. When the game console is activated by the player's operation, the CPU 1
Reads out an operation program for executing the role playing game from the system ROM 2 from the program ROM 6 and starts executing the operation program. A character is read from the character ROM 7 and image data is stored in the screen memory 8, and a screen for starting a role playing game is displayed on the CRT 9. The player can proceed with the game by operating the buttons and the like of the operation device 4 based on the screen display instruction.

【0007】操作装置4のボタン等からの入力信号は、
入出力制御回路3を介してCPU1に送られる。ワーク
RAM5は、CPU1の作業領域として使用される。ゲ
ーム途中で、例えば主人公が村人等に会って会話をする
場合には、予め選択した言葉について、その主人公が例
えば男であれば、音声の低い声色で選択した言葉を発す
る。言葉を選択するためのデータテーブル01および声
色を選択するためのデータテーブル02はCPU1に内
蔵されている。選択した声色に変換された言葉のデータ
は音声発生回路10に送られ、音声発生回路10でアナ
ログ音声信号に変換された後、スピーカ11より出力さ
れる。プレーヤーは、予め言葉および声色を選択してお
く必要がある。
Input signals from the buttons of the operation device 4 are
It is sent to the CPU 1 via the input / output control circuit 3. The work RAM 5 is used as a work area of the CPU 1. In the middle of the game, for example, when the hero meets a villager or the like and has a conversation, if the hero is, for example, a man, the selected word is emitted with a low voice color. A data table 01 for selecting words and a data table 02 for selecting a voice color are built in the CPU 1. The word data converted into the selected voice color is sent to the voice generation circuit 10, converted into an analog voice signal by the voice generation circuit 10, and then output from the speaker 11. The player needs to select words and voice colors in advance.

【0008】図2は、本発明によるゲーム機の声色設定
画面の一例を示す図である。声色設定画面上には言葉を
選択するためのデータテーブル01と、声色を選択する
ためのデータテーブル02が表示される。プレーヤーは
言葉の選択では、例えば「さようなら」を選択する場合
には操作装置4より“002”を指定する。そして、声
色の選択では、主人公が子供であれば“003”を指定
する。主人公が成長し大人(男子)になった場合には
“002”を指定し直すことができる。
FIG. 2 is a view showing an example of a voice color setting screen of the game machine according to the present invention. A data table 01 for selecting words and a data table 02 for selecting a voice color are displayed on the voice color setting screen. In selecting a word, the player designates "002" from the operation device 4 when selecting "goodbye", for example. In selecting the voice color, if the main character is a child, "003" is designated. When the main character grows up and becomes an adult (boy), "002" can be designated again.

【0009】つぎに声色設定のCPUの動作を説明す
る。図3は、本発明によるゲーム機の声色設定動作を説
明するためのフローチャート、図4は、CPUの機能の
うち声色設定動作に直接関係する機能部分をブロックで
示した図である。声色設定画面が表示されると、プレー
ヤーは言葉を選択するために操作装置4のボタンを押し
言葉選択信号を入力する(ステップ「以下「S」とい
う」301)。言語選択部12は言葉選択信号を受け
て、キャラクタROMサンプリングデータを読み出す。
読み出されたPCMサンプリングデータは声色変換部1
4に入力される。
Next, the operation of the CPU for voice color setting will be described. FIG. 3 is a flow chart for explaining a voice color setting operation of the game machine according to the present invention, and FIG. 4 is a block diagram showing a functional portion directly related to the voice color setting operation of the functions of the CPU. When the voice color setting screen is displayed, the player presses a button of the operation device 4 to select a word and inputs a word selection signal (step "hereinafter referred to as" S "" 301). The language selection unit 12 receives the word selection signal and reads the character ROM sampling data.
The read PCM sampling data is the voice color conversion unit 1.
4 is input.

【0010】つぎにプレーヤーは操作装置4より周波数
データ選択信号を入力する(S302)。周波数データ
選択部13は選択された周波数データを声色変換部14
に送出する。声色変換部14は、キャラクタROMから
読み出されたPCMサンプリングデータを周波数データ
選択部13から送られた周波数データの音声の高さに変
換する。声色変換部14はこの変換データを音声発生回
路10に送出し、スピーカより選択した声色の言葉が発
せられる(S303)。プレーヤーは、このように選択
した言葉に対し設定された声色の発生を確認することが
できる。
Next, the player inputs a frequency data selection signal from the operation device 4 (S302). The frequency data selection unit 13 outputs the selected frequency data to the voice color conversion unit 14
Send to. The voice color conversion unit 14 converts the PCM sampling data read from the character ROM into the voice pitch of the frequency data sent from the frequency data selection unit 13. The voice color conversion unit 14 sends this conversion data to the voice generation circuit 10, and the selected voice color word is emitted from the speaker (S303). The player can confirm the occurrence of the voice color set for the selected word.

【0011】図5は、本発明によるゲーム機の音声出力
場面の一例を示す図である。画面15は主人公が旅の途
中に他の旅人にあって呼びかけ、または会話をしている
状態を示している。主人公の話す言葉として「こんにち
は」が画面上に表示されるとともに、スピーカからは選
択した声色の「こんにちは」という音声が出力される。
FIG. 5 is a diagram showing an example of a voice output scene of the game machine according to the present invention. The screen 15 shows a state in which the hero is calling or having a conversation with another traveler during the journey. With "Hello" is displayed on the screen as the words that speak of the hero, from the speaker is output voice saying "Hello" of the selected tone of voice.

【0012】[0012]

【発明の効果】以上、説明したように本発明は、登場人
物が発する言葉の1つを選択してその言葉に対し複数種
類の声色の1つを選択し、選択された言葉をその声色に
変換しして出力することにより、ゲーム進行時に、選択
した言葉に対し選択した声色で音声を発生するように構
成したものである。したがって、プレーヤーはゲームに
様々な変化を与えることができ、さらに興味を引くゲー
ム機を提供できる。また、各言葉について複数種類の音
声サンプリングデータをメモリに格納する構成ではない
ので、メモリの容量の制約を受けることなく、登場人物
に適した声色を複数の声色から選択できるという効果が
ある。
As described above, according to the present invention, one of the words spoken by a character is selected, one of a plurality of voice colors is selected for the word, and the selected word is changed to that voice color. By converting and outputting the converted voice, a voice is generated in a selected voice color with respect to the selected word when the game progresses. Therefore, the player can give various changes to the game, and can provide a more interesting game machine. In addition, since a plurality of types of voice sampling data are not stored in the memory for each word, there is an effect that a voice color suitable for a character can be selected from a plurality of voice colors without being restricted by the memory capacity.

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

【図1】本発明による音声出力の声色を変えることがで
きるゲーム機の構成を示すブロック図である。
FIG. 1 is a block diagram showing a configuration of a game machine capable of changing a voice color of a voice output according to the present invention.

【図2】本発明によるゲーム機の声色設定画面の一例を
示す図である。
FIG. 2 is a diagram showing an example of a voice color setting screen of a game machine according to the present invention.

【図3】本発明によるゲーム機の声色設定動作を説明す
るためのフローチャートである。
FIG. 3 is a flowchart for explaining a voice color setting operation of the game machine according to the present invention.

【図4】CPUの機能のうち声色設定動作に直接関係す
る機能部分をブロックで示した図である。
FIG. 4 is a block diagram showing a functional portion directly related to a voice color setting operation among CPU functions.

【図5】本発明によるゲーム機の音声出力場面の一例を
示す図である。
FIG. 5 is a diagram showing an example of an audio output scene of the game machine according to the present invention.

【符号の説明】[Explanation of symbols]

1…CPU 2…システムバス 3…入出力制御回路 4…操作装置 5…ワークRAM 6…プログラムROM 7…キャラクタROM 8…スクリーンメモリ 9…CRT 10…音声発生回路 11…スピーカ 1 ... CPU 2 ... System bus 3 ... Input / output control circuit 4 ... Operating device 5 ... Work RAM 6 ... Program ROM 7 ... Character ROM 8 ... Screen memory 9 ... CRT 10 ... Voice generation circuit 11 ... Speaker

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】 登場人物が話かけたり、相手と会話した
りする場面を有するゲーム機において、 前記登場人物が発する言葉の1つを選択するための言葉
選択手段と、 前記選択された言葉の音声に対し複数種類の声色の1つ
を選択するための周波数データ選択手段と、 前記選択された言葉を前記選択された声色にする声色変
換手段とを設け、 ゲーム進行時に、登場人物が前記選択した言葉を話すと
き、前記選択した声色で発することを特徴とする音声出
力の声色を変えることができるゲーム機。
1. A game machine having a scene in which a character speaks or has a conversation with a partner, and a word selection unit for selecting one of the words spoken by the character; Provided are frequency data selection means for selecting one of a plurality of types of voice color for the voice, and voice color conversion means for converting the selected word into the selected voice color, and when the game progresses, the character selects the selection. A game machine capable of changing a voice color of an audio output, characterized in that the selected voice color is emitted when the said word is spoken.
JP15271295A 1995-05-26 1995-05-26 Game consoles that can change the tone of audio output Expired - Fee Related JP3274041B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP15271295A JP3274041B2 (en) 1995-05-26 1995-05-26 Game consoles that can change the tone of audio output

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP15271295A JP3274041B2 (en) 1995-05-26 1995-05-26 Game consoles that can change the tone of audio output

Publications (2)

Publication Number Publication Date
JPH08318051A true JPH08318051A (en) 1996-12-03
JP3274041B2 JP3274041B2 (en) 2002-04-15

Family

ID=15546511

Family Applications (1)

Application Number Title Priority Date Filing Date
JP15271295A Expired - Fee Related JP3274041B2 (en) 1995-05-26 1995-05-26 Game consoles that can change the tone of audio output

Country Status (1)

Country Link
JP (1) JP3274041B2 (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2002051513A1 (en) * 2000-12-22 2002-07-04 Masahiko Kitagawa Method for providing fortune information
US6425827B1 (en) 1998-04-24 2002-07-30 Namco Ltd. Game machine and information storage medium
EP1044706A3 (en) * 1999-04-15 2002-10-16 Sony Computer Entertainment Inc. Entertainment system, entertainment apparatus, recording medium, and program
KR20030051320A (en) * 2001-12-14 2003-06-25 가부시키가이샤 세가 Voice control method

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH04266781A (en) * 1990-11-14 1992-09-22 Robert M Best Video game method
JPH04286000A (en) * 1991-03-14 1992-10-12 Nec Home Electron Ltd Input method for voice control information
JPH05181492A (en) * 1991-12-27 1993-07-23 Oki Electric Ind Co Ltd Speech information output system
JPH05317521A (en) * 1992-05-15 1993-12-03 Nippon Telegr & Teleph Corp <Ntt> Image input/output device
JPH0720893A (en) * 1993-07-05 1995-01-24 Fujitsu Ten Ltd Announcing device

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH04266781A (en) * 1990-11-14 1992-09-22 Robert M Best Video game method
JPH04286000A (en) * 1991-03-14 1992-10-12 Nec Home Electron Ltd Input method for voice control information
JPH05181492A (en) * 1991-12-27 1993-07-23 Oki Electric Ind Co Ltd Speech information output system
JPH05317521A (en) * 1992-05-15 1993-12-03 Nippon Telegr & Teleph Corp <Ntt> Image input/output device
JPH0720893A (en) * 1993-07-05 1995-01-24 Fujitsu Ten Ltd Announcing device

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6425827B1 (en) 1998-04-24 2002-07-30 Namco Ltd. Game machine and information storage medium
WO2004080553A1 (en) * 1998-04-24 2004-09-23 Shinobu Nimura Game machine and information storage medium
EP1044706A3 (en) * 1999-04-15 2002-10-16 Sony Computer Entertainment Inc. Entertainment system, entertainment apparatus, recording medium, and program
WO2002051513A1 (en) * 2000-12-22 2002-07-04 Masahiko Kitagawa Method for providing fortune information
KR20030051320A (en) * 2001-12-14 2003-06-25 가부시키가이샤 세가 Voice control method
US7228273B2 (en) 2001-12-14 2007-06-05 Sega Corporation Voice control method

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