JPH09140931A - Game machine using memory card - Google Patents

Game machine using memory card

Info

Publication number
JPH09140931A
JPH09140931A JP7323933A JP32393395A JPH09140931A JP H09140931 A JPH09140931 A JP H09140931A JP 7323933 A JP7323933 A JP 7323933A JP 32393395 A JP32393395 A JP 32393395A JP H09140931 A JPH09140931 A JP H09140931A
Authority
JP
Japan
Prior art keywords
memory card
belt
game
game machine
memory
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
JP7323933A
Other languages
Japanese (ja)
Other versions
JP3539809B2 (en
Inventor
Shinji Nakada
真治 中田
Manabu Shirato
学 白土
Satoru Tanebe
悟 種部
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 JP32393395A priority Critical patent/JP3539809B2/en
Publication of JPH09140931A publication Critical patent/JPH09140931A/en
Application granted granted Critical
Publication of JP3539809B2 publication Critical patent/JP3539809B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

Links

Abstract

PROBLEM TO BE SOLVED: To enhance the degree of putting player's feeling in a game by letting him contend with his opponent for a specified object stored in a memory card with an opponent. SOLUTION: Contending players read card information out of memory cards respectively connected to the body of a game machine. A belt possession judging section 18 judges whether both the players possess their own belts and when the belts are possessed, flags are erected at a check flag memory section separately. When both the players possess the belts, a game processing section 20 starts a battle game. When a winner and a looser is determined, a belt information reading deletion part 21 reads belt information out of the memory card of the looser to delete the belt information on the memory card of the looser. A belt information writing section 22 writes the belt information read into the memory card of the winner.

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、対戦相手同士がゲ
ーム機本体にそれぞれメモリカードを接続し、各メモリ
カード内から読み出したデータに基づき対戦ゲームを行
うメモリカードを用い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 in which opponents connect memory cards to the game machine main body, and use a memory card to play a competition game based on the data read from each memory card.

【0002】[0002]

【従来の技術】従来、メモリカードのデータを用いて勝
負を競うゲームでは、まず対戦するゲームプレイヤがゲ
ーム機本体のそれぞれのメモリカード挿入口に自らのメ
モリカードを装着し、その内容を読み出して対戦するよ
うになっている。そして、そのゲーム終了後は自らのデ
ータのみをセーブするようになっている。例えば、メモ
リカードより相手と対戦するキャラクタを選び、勝った
場合、何秒で相手を倒したかのタイムデータのみが自ら
のメモリカードにセーブされ、如何に短い時間で相手を
倒せたかを競うもの等である。
2. Description of the Related Art Conventionally, in a game of competing for a game using the data of a memory card, first the game players competing attach their own memory cards to the respective memory card insertion openings of the game machine body and read the contents. They are going to play against each other. After the game ends, it saves only its own data. For example, if you choose a character to play against the opponent from the memory card and win, only the time data of how many seconds you beat the opponent is saved in your own memory card, and you can compete how you can beat the opponent in a short time etc. is there.

【0003】[0003]

【発明が解決しようとする課題】上記従来のゲーム機で
は、一層の興味を得るゲームを展開するには限界があ
り、さらに興味のあるゲーム展開が可能なゲーム機の出
現が要請されている。本発明の目的は、メモリカードを
用いるゲーム機において、勝負に勝った場合、相手から
勝ったことを示す対象物を獲得することにより、より感
情移入の度合いを高めたゲーム機を提供することにあ
る。
In the above-mentioned conventional game machine, there is a limit in developing a game that gets more interest, and there is a demand for a game machine capable of developing a game that is more interesting. An object of the present invention is to provide a game machine using a memory card, which has a higher degree of empathy by acquiring an object indicating that the opponent has won when the game is won. is there.

【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
に本発明によるメモリカードを用いるゲーム機は、対戦
相手同士がゲーム機本体にそれぞれメモリカードを接続
し、対戦ゲームを行うメモリカードを用いるゲーム機に
おいて、対戦の結果、メモリカードに格納されている賞
に関するデータが敗者のメモリカードから勝者のメモリ
カードに移行することを特徴として構成してある。
To achieve the above object, a game machine using a memory card according to the present invention uses a memory card in which opponents connect a memory card to the game machine main body and play a competitive game. In the game machine, as a result of the battle, the data about the prize stored in the memory card is transferred from the loser memory card to the winner memory card.

【0005】[0005]

【発明の実施の形態】以下、図面を参照して本発明の実
施の形態を詳しく説明する。図1は、本発明によるメモ
リカードを用いるゲーム機のゲーム内容を説明するため
のゲーム機本体,メモリカードの斜視図およびチャンピ
オンベルトの平面図である。ゲーム機本体であるコント
ロールパッド11は、図示しないCRTに接続されてい
る。コントロールパッド11の前面にはプレイヤAおよ
びBのカード挿入口13,14が設けられ、それぞれの
カード挿入口の下側にコネクタ嵌合部24,25が設け
られている。
Embodiments of the present invention will be described below in detail with reference to the drawings. FIG. 1 is a perspective view of a game machine main body, a memory card and a plan view of a champion belt for explaining game contents of a game machine using a memory card according to the present invention. The control pad 11, which is the main body of the game machine, is connected to a CRT (not shown). On the front surface of the control pad 11, player A and B card insertion openings 13 and 14 are provided, and connector fitting portions 24 and 25 are provided below the respective card insertion openings.

【0006】コネクタ嵌合部24にはコネクタ12が接
続され、コネクタ12にケーブルで接続されているキー
パッドによってプレイヤAは相手と戦うことができる。
同様にコネクタ嵌合部25には、プレイヤBが操作する
キーパッドのコネクタが接続される。メモリカード15
および16は、カード挿入口13,14にそれぞれ装着
されてデータが読み出され、対戦の結果、プレイヤBが
勝者となると、プレイヤAのチャンピオンベルト17が
メモリカード15より消去され、プレイヤBのメモリカ
ード16に書き込まれる。
The connector 12 is connected to the connector fitting portion 24, and the player A can fight against the opponent by the keypad connected to the connector 12 by a cable.
Similarly, a connector of a keypad operated by the player B is connected to the connector fitting portion 25. Memory card 15
And 16 are attached to the card insertion slots 13 and 14, respectively, and the data are read out. When the player B wins as a result of the battle, the champion belt 17 of the player A is erased from the memory card 15, and the memory of the player B is deleted. Written on the card 16.

【0007】図2は、本発明によるメモリカードを用い
るゲーム機(コントロールパッド)の構成を示すシステ
ムブロック図である。本ゲーム機は、プレイヤがチャン
ピオンベルトを獲得するためのシナリオモードと他のプ
レイヤとチャンピオンベルトを賭けて対戦するタイトル
マッチモードを選択できる。シナリオモードでは、ゲー
ム機本体に対してリーグ戦を行い、優勝するとチャンピ
オンベルトを獲得することができる。タイトルマッチモ
ードは以下のように進行する。プレイヤが電源を投入
し、それぞれのプレイヤのメモリカードを装着すると、
対戦ゲームが起動される。CPU1はシステムバス2を
介して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。CPU1はキャラクタROM7からキャラ
クタを読み出し、システムバス2を通してスクリーンメ
モリ8に格納し表示部9に初期画面を表示させる。
FIG. 2 is a system block diagram showing the configuration of a game machine (control pad) using the memory card according to the present invention. This game machine can select a scenario mode for a player to win the championship belt and a title match mode in which another player bets on the championship belt to compete. In scenario mode, you can win a championship belt by playing a league match against the game console and winning the championship. Title match mode proceeds as follows. When the players turn on the power and insert the memory card of each player,
The battle game is started. The CPU 1 reads an operation program for executing a game from the program ROM 6 via the system bus 2 and starts executing the operation program. The CPU 1 reads a character from the character ROM 7, stores it in the screen memory 8 through the system bus 2, and causes the display unit 9 to display the initial screen.

【0008】初期画面ではそれぞれのメモリカードより
データが読み出され、戦うべきキャラクタを選択するこ
とができる。各プレイヤは操作装置(キーパッド)4の
ボタンを押し入出力制御回路3を介して選択信号を送出
しキャラクタを選択する。メモリカード15,16から
は所定の対象物すなわちチャンピオンベルト(フラグと
データ)が読み出され、CPU1がチャンピオンベルト
の存在を示すフラグが立っていることを確認するとゲー
ムを開始することができる。なお、いずれかにチャンピ
オンベルトが存在しない場合にはゲームを進行させるこ
とができない。ワークRAM5はCPU1の作業領域と
して使用される。
On the initial screen, data is read from each memory card, and a character to fight can be selected. Each player pushes a button on the operation device (keypad) 4 and sends a selection signal through the input / output control circuit 3 to select a character. A predetermined object, that is, a champion belt (flag and data) is read from the memory cards 15 and 16, and the game can be started when the CPU 1 confirms that a flag indicating the existence of the champion belt is set. Note that the game cannot proceed if there is no champion belt on either side. The work RAM 5 is used as a work area of the CPU 1.

【0009】図3は、図2のCPU内の機能の一部を示
すブロック図である。図4は、本発明によるゲーム機の
動作を説明するためのフローチャートである。CPU1
はメモリカード情報が入力されると、ベルト所持判定部
18によってベルトを持っていることを示すフラグが存
在するか否かを判断する(ステップ(以下「S」とい
う)401)。存在しない場合にはS403に移行す
る。一方、フラグが存在する場合には、チェックフラグ
記憶部19にチェック済のフラグを立てて(S40
2)、S403に移行する。
FIG. 3 is a block diagram showing a part of the functions in the CPU of FIG. FIG. 4 is a flow chart for explaining the operation of the game machine according to the present invention. CPU1
When the memory card information is input, the belt possession determination unit 18 determines whether or not there is a flag indicating that the user has a belt (step (hereinafter referred to as “S”) 401). If it does not exist, the process proceeds to S403. On the other hand, if the flag is present, the checked flag is set in the check flag storage unit 19 (S40).
2) and shifts to S403.

【0010】S403では両方のプレイヤがチャンピオ
ンベルトを所持しているか否かのチェックが終了したか
否かの判断をする。チェックが終了し両プレイヤがチャ
ンピオンベルトを所持していることを確認できれば、ゲ
ーム処理部20はゲームを開始する(S404)。チェ
ックが終了していなければ、S401に戻ってベルトの
所持の判定を再度行う。チェックが終了しても、少なく
とも一方がチャンピオンベルトを所持していなければS
401,S403のループに入り込みゲームを開始する
ことはできない。
In step S403, it is determined whether or not the checks as to whether both players have the champion belt have been completed. If the check is completed and it is confirmed that both players have the champion belt, the game processing unit 20 starts the game (S404). If the check is not completed, the process returns to S401, and the belt possession determination is performed again. After the check, if at least one does not have a championship belt, S
The game cannot be started by entering the loop of 401 and S403.

【0011】ゲーム処理部20は、各プレイヤがキーパ
ッドを操作して入力する信号を受けて各プレイヤが選択
したキャラクタの動きをコントロールし、ゲームを進行
させる。そして、ゲーム処理部20は各プレイヤの勝ち
負けを判断する。勝ち負けの判断が出ると、つぎにS4
05に移行してベルト情報読み込み消去部21は負けた
プレイヤのベルト情報を読み込み記憶する。そしてメモ
リカード内のベルト情報を消去する。ついでベルト情報
書込部22は、上記記憶したベルト情報を勝ったプレイ
ヤのメモリカードに書き込む(S406)。以上により
対戦ゲームは終了する。
The game processing section 20 receives the signal inputted by each player operating the keypad, controls the movement of the character selected by each player, and advances the game. Then, the game processing unit 20 determines whether each player wins or loses. When the decision of winning or losing is made, next S4
In step 05, the belt information reading / erasing unit 21 reads and stores the belt information of the losing player. Then, the belt information in the memory card is erased. Then, the belt information writing unit 22 writes the stored belt information in the memory card of the winning player (S406). The battle game is completed as described above.

【0012】チャンピオンベルトのデータは、ベルトの
名前,歴代の持ち主,使用したキャラクタ,試合時間お
よび決め技によって構成されている。ベルトの名前とは
敗者の名前であり、誰からベルトを勝ち取ったかを知る
ことができる。歴代の持ち主とは、過去、そのベルトが
誰が所持したかの記録であり、そのベルトの重みを知る
ことができる。使用したキャラクタとは、プレイヤがど
のキャラクタ(ケン(空手道),ジャック(ボクシン
グ),赤の花(相撲)・・・)によって勝ったかの記録
である。試合時間とは勝つまでに要した時間であり、決
め技とは勝ちが決まったときに用いた技である。
The data of the champion belt is made up of the belt name, successive owners, characters used, game time and deciding skill. The name of the belt is the name of the loser, and you can know who won the belt. The successive owner is a record of who has the belt in the past, and the weight of the belt can be known. The character used is a record of which character (Ken (Karate), Jack (Boxing), Red Flower (Sumo) ...) won by the player. The match time is the time required to win, and the decisive technique is the technique used when the win is decided.

【0013】図5は、ゲーム進行に従い、チャンピオン
ベルトの移動状態を説明するための図である。試合前で
はメモリカード15および16にはベルトA,Bが記憶
されている。試合中は各ベルトA,Bがコントロールパ
ッド11に書き込まれ、各メモリカードの中にはA’お
よびB’になるようにフラグが立てられている。試合後
には勝者のメモリカード15にコントロールパッド11
からベルトBが書き込まれ、敗者のメモリカード16か
らはベルトB’のデータが消去される。
FIG. 5 is a diagram for explaining the movement state of the champion belt as the game progresses. Before the game, the belts A and B are stored in the memory cards 15 and 16. During the game, the belts A and B are written on the control pad 11, and a flag is set in each memory card so as to be A'and B '. After the match, the winner's memory card 15 has a control pad 11
The belt B is written from, and the data of the belt B ′ is erased from the memory card 16 of the loser.

【0014】[0014]

【発明の効果】以上、説明したように本発明によれば、
所定の対象物を相手と戦って勝つことにより獲得し、こ
れを守っていき、その歴史を刻むことによりゲームに対
し感情移入の度合いを高めることができる。例えば、チ
ャンピオンベルトを他のプレイヤと奪い合い多数のベル
トを集めることによりコレクション的な興味が加わり、
さらに対戦時の熱中度を高めることができるという効果
がある。
As described above, according to the present invention,
It is possible to increase the degree of empathy for the game by acquiring a predetermined object by fighting against an opponent and winning it, protecting it, and carving its history. For example, by competing for the champion belt with other players and collecting a large number of belts, collection-like interest is added,
Furthermore, there is an effect that it is possible to increase the enthusiasm during the battle.

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

【図1】本発明によるメモリカードを用いるゲーム機の
ゲーム内容を説明するためのゲーム機本体,メモリカー
ドの斜視図およびチャンピオンベルトの平面図である。
FIG. 1 is a perspective view of a game machine main body, a memory card, and a plan view of a champion belt for explaining game contents of a game machine using a memory card according to the present invention.

【図2】本発明によるメモリカードを用いるゲーム機の
構成を示すシステムブロック図である。
FIG. 2 is a system block diagram showing a configuration of a game machine using a memory card according to the present invention.

【図3】図2のCPU内の機能の一部を示すブロック図
である。
FIG. 3 is a block diagram showing a part of the functions in the CPU of FIG.

【図4】本発明によるゲーム機の動作を説明するための
フローチャートである。
FIG. 4 is a flowchart for explaining the operation of the game machine according to the present invention.

【図5】ゲーム進行に従い、チャンピオンベルトの移動
状態を説明するための図である。
FIG. 5 is a diagram for explaining a movement state of a champion belt as the game progresses.

【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(表示部) 11…コントロールパッド 12…コネクタ 13,14…カード挿入口 15,16…メモリカード 17…チャンピオンベルト 18…ベルト所持判定部 19…チェックフラグ記憶部 20…ゲーム処理部 21…ベルト情報読み込み消去部 22…ベルト情報書き込み部 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 (display part) 11 ... Control pad 12 ... Connector 13, 14 ... Card insertion slot 15, 16 ... Memory card 17 ... Champion belt 18 ... Belt possession determination unit 19 ... Check flag storage unit 20 ... Game processing unit 21 ... Belt information reading / erasing unit 22 ... Belt information writing unit

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】 対戦相手同士がゲーム機本体にそれぞれ
メモリカードを接続し、対戦ゲームを行うメモリカード
を用いるゲーム機において、対戦の結果、メモリカード
に格納されている賞に関するデータが敗者のメモリカー
ドから勝者のメモリカードに移行することを特徴とする
メモリカードを用いるゲーム機。
1. A game machine in which opponents connect memory cards to the game machine main body and use a memory card for playing a battle game, and as a result of the battle, data relating to the prize stored in the memory card is the memory of the loser. A game machine using a memory card, which is characterized by shifting from a card to a winning memory card.
JP32393395A 1995-11-17 1995-11-17 Game machine using memory card Expired - Fee Related JP3539809B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP32393395A JP3539809B2 (en) 1995-11-17 1995-11-17 Game machine using memory card

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP32393395A JP3539809B2 (en) 1995-11-17 1995-11-17 Game machine using memory card

Publications (2)

Publication Number Publication Date
JPH09140931A true JPH09140931A (en) 1997-06-03
JP3539809B2 JP3539809B2 (en) 2004-07-07

Family

ID=18160257

Family Applications (1)

Application Number Title Priority Date Filing Date
JP32393395A Expired - Fee Related JP3539809B2 (en) 1995-11-17 1995-11-17 Game machine using memory card

Country Status (1)

Country Link
JP (1) JP3539809B2 (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004303263A (en) * 2004-05-12 2004-10-28 Sega Corp Security system
JP2008167825A (en) * 2007-01-09 2008-07-24 Namco Bandai Games Inc Game device, server device, program and information storage medium
JP2010240439A (en) * 2009-04-08 2010-10-28 Sony Computer Entertainment America Llc System and method for wagering badges

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0426432A (en) * 1990-05-22 1992-01-29 Namco Ltd Game cartridge and home video game device using the same
JPH08332282A (en) * 1995-04-06 1996-12-17 Namco Ltd Using method for game device ic card, image synthesizing method, and game device

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH0426432A (en) * 1990-05-22 1992-01-29 Namco Ltd Game cartridge and home video game device using the same
JPH08332282A (en) * 1995-04-06 1996-12-17 Namco Ltd Using method for game device ic card, image synthesizing method, and game device

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004303263A (en) * 2004-05-12 2004-10-28 Sega Corp Security system
JP2008167825A (en) * 2007-01-09 2008-07-24 Namco Bandai Games Inc Game device, server device, program and information storage medium
JP2010240439A (en) * 2009-04-08 2010-10-28 Sony Computer Entertainment America Llc System and method for wagering badges

Also Published As

Publication number Publication date
JP3539809B2 (en) 2004-07-07

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