WO2001008764A1 - Machine de jeu - Google Patents
Machine de jeu Download PDFInfo
- Publication number
- WO2001008764A1 WO2001008764A1 PCT/JP2000/004184 JP0004184W WO0108764A1 WO 2001008764 A1 WO2001008764 A1 WO 2001008764A1 JP 0004184 W JP0004184 W JP 0004184W WO 0108764 A1 WO0108764 A1 WO 0108764A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- state
- continuation
- player
- execution history
- Prior art date
Links
Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/493—Resuming a game, e.g. after pausing, malfunction or power failure
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
Definitions
- the present invention relates to a game device, and more particularly, to a game device that executes image processing in a state in which an object such as a car is moved in response to a player's operation in a virtual three-dimensional space.
- a simulation device or a game device for performing this game is usually composed of a device body having a built-in computer device for executing a game program stored in advance, and a game device.
- An operation device (controller) that gives an operation signal to the computer device for instructing the movement of the object to be expressed, and a game development by executing a game program on the computer device.
- a display for displaying an image associated with the game, and an audio device for generating sound associated with the development of the game.
- an automatic Cars objects
- the player operates the operating device to give information such as the traveling path and traveling speed to the computer device.
- the computer device calculates the behavior of the vehicle in real time, obtains image data of the running state, and displays the image data on the display.
- the more accurate the operation of the operating device the longer the traveling distance can be extended.
- operation can be performed for a predetermined time by inputting one unit of coin, and the more the driving skill is improved, the more the mileage and mileage become. You can extend the available time. However, if the driving skills are immature, the mileage cannot be increased.
- the game screen is stopped and the operation by the operation device cannot be continued thereafter.
- a so-called continuation screen is also displayed.
- the continuation screen is of a countdown type.For example, the game counts down from 10 seconds, and a new coin is input before the lapse of 10 seconds. The game can be continued from the state when it ended.
- An object of the present invention is to provide a novel game continuation technique capable of solving this problem. Disclosure of the invention
- the present invention provides processing means for executing a chronologically continuous game based on a player's operation amount from an operating means, stopping means for stopping a game execution state,
- the game device includes a continuation unit that reproduces the game execution history state before the game was stopped, and then starts the game continuation from the game stop point.
- the game screen in the state before the stop of the game is reproduced, so that the player can recognize the process leading to the stop of the game again. After this re-recognition, the game is resumed from the game stopped state and continued As a result, the player can effectively perform game operations for game processing after the game is stopped.
- the player in the process of reproducing the game screen, the player operates the operation terminal and the input gradually becomes effective to the game processing means, so that the game processing after the game is continued can be performed by the player. It will be possible to do it even better.
- FIG. 1 is a block diagram of a game device according to an embodiment of the present invention.
- FIG. 2 is a characteristic diagram showing a basic configuration of a control mode for continuing the game processing.
- FIG. 3 is a relationship diagram between a game operation amount by a player and a game process during a game state history reproduction period.
- FIG. 4 shows a modification.
- FIG. 5 shows a basic configuration of a game continuation system according to another embodiment of the present invention.
- the game device implemented in this embodiment provides a driving game in which the vehicle runs on a circuit course (running line) and competes for a lap time.
- Figure 1 shows a schematic electrical block diagram of this game device.
- the game device has a game processing board 10.
- the game processing board 10 is electrically connected to devices such as an operation device 11, a display 12, a speaker 13, and an external expansion connector 14.
- the player operates the various devices of the operation device 11 while watching the game screen displayed on the display 12 to dry the game. Bing games can be played.
- the game processing board 10 includes a counter (not shown), a CPU (central processing unit) 21, a geometry processor 22, a system memory 23, and a program memory R 2M 24. , Boot memory 25, Bus arbiter 26 for bus controller, Rendering processor 27, Graphic memory 28, Video DAC 29, Audio processor 30, Audio It has an memory 31 and an audio DAC 32, and some of these elements are connected to each other by a bus line 33.
- the system memory is also configured to store a game execution processing history state.
- the game execution processing history state refers to a processing state of the game within a predetermined period before the game is stopped due to a game over or a pause button.
- CPU 21 is connected to the geometry processor via bus line 33
- the first system is a program data ROM 24 and a boot ROM.
- the second system to the operating device 11 via I-34, the third system to the external expansion connector 14, and the third system to the external processor.
- the fourth system is connected to the rendering processor 27, respectively. Further, the rendering processor 27 is connected to the graphic memory 28 and the video DAC 29. The audio processor 30 is connected to the audio memory 31 and the audio DAC 32.
- the system memory 23 stores the specified programs and image processing of this device.
- the program is stored in advance.
- the boot ROM 25 stores a program for starting the system in advance.
- the CPU 21 After turning on the power, the CPU 21 reads the boot program stored in the boot ROM 25 to start up the system, and thereafter, based on the program stored in the system memory ROM 22. To execute various processes related to arithmetic and control.
- the processing includes a process of selecting a desired driving mode from a plurality of driving modes set in advance, a process unique to each driving mode, a vehicle behavior calculation (simulation) process, and Calculation of special effects is included.
- the behavior calculation simulates the movement of a vehicle in a virtual three-dimensional space (game space).
- the transformation matrix and shape data for converting these coordinate values to the 2D view coordinate system (Polygon data) is specified to the geometry processor 23.
- the polygon data refers to a coordinate data group of relative or absolute coordinates of each vertex of a polygon (polygon: mainly a triangle or a quadrangle) composed of a set of a plurality of vertices.
- shape data composed of a plurality of polygons (three-dimensional data such as characters composed of vertices, terrain, and background) are stored in advance.
- This shape data is passed to the intelligent metrology processor 22.
- the geometry processor 22 is a transformation matrix sent from the CPU 21, performs perspective transformation of the specified shape data, and changes from the coordinate system in the three-dimensional virtual space to the view coordinate system. Obtain the converted shape data.
- This shape data is sent to the rendering processor 27.
- the rendering processor 27 has a graphic memory 28
- the texture data is read out, this texture is pasted on the converted shape data of the visual field coordinate system, and the texture data is output to the frame buffer in the video DAC 29.
- the polygon screen (simulation result) such as vehicle and terrain (background) temporarily stored in the frame buffer and the scroll screen such as character information are specified according to the specified priority.
- the frames are synthesized and the final frame image data is generated at certain timings. This frame image data is converted to a digital signal and sent to the display 12, where it is displayed in real time as a game screen.
- the audio processor 30 generates acoustic data based on a command from the CPU 21 and outputs this data to the speaker 13 via the audio DAC 32. As a result, the sound data is power-amplified and output from speaker 13 as sound.
- the operating device 11 includes a driving mode selection switch 11 a, a steering ring 11 b, an accelerator pedal 11 c, a brake pedal 11 d, a shift pedal operated by a player. It is equipped with Ku-e 11e and View Change Switch 11f. As a result, the player places the driving mode selection information, steering angle information, acceleration information, deceleration information, transmission shift position information, and virtual shift three-dimensional space while viewing the display screen of the display 12. Driving information such as camera viewpoint information can be provided to the CPU 21 via the IZF 34.
- the player sits at a predetermined position (the position where the display 12 is directly in front) and places his / her feet on various devices of the operation device 11 to complete the preparation for the game operation. I do.
- the player When the game starts, the player operates the vehicle displayed on the screen while watching the image displayed on the display 12.
- Picture The inside of the image is a three-dimensional virtual space, and various operation terminals (handles, gears, accelerators, brakes) are based on the ever-changing images of straight and curved roads, uphills and downhills, and obstacles. Can be operated.
- the game processing board calculates the behavior of the vehicle from these manipulated variables, and places this vehicle on the road ( virtually near the vehicle (diagonally behind the vehicle, driver's eye in the vehicle, etc.)).
- a camera is arranged, and a video from this virtual camera is created and displayed on the screen.
- the game processing board executes control processing for ending the game (game over) as one mode of stopping the game.
- the game screen is stopped in a game over state.
- a continuation menu is displayed. The continuity display counts down the clock display from 10 seconds to 0 seconds on the screen. If the player inputs coins during this countdown, the game will not be completely terminated and will not return to the initial state at the start, but the game processing can be continued from the game stopped state. it can.
- the conventional game device restarts the game process from the screen in the stopped state at the time of the game talent bar.
- the game state is reproduced from the past state leading up to the game over, and then the game processing is continued and restarted from the state at the time of the game over.
- FIG. 2 is a basic configuration diagram of the game continuation control process.
- the game progresses in the time axis direction of the arrow.
- the game restart point is the past point or point in the game state leading to the game stop point.
- Continuous game processing data from the game stop point to the game restart point is stored in the system memory.
- the game processing state between the two points corresponds to a game execution history state that is a past history of the progress of the game.
- the game execution history state corresponds to, for example, a series of data of a game process for a predetermined time (a few seconds) or a distance.
- This data may be the screen data itself indicating a past game processing state, or may be operation data of a player or a calculated value such as a coordinate of an object calculated based on the data. . In the latter case, the game processing board recalculates and reproduces the game screen from the game restart point to the game stop point based on the calculated value.
- the control modes for continuing the game processing in FIG. 2 include the following.
- the reproduction amount of the game execution history state is as follows.
- the execution history reproduction amount of the game that is, the interval from the game stop point to the game restart point may be fixed or variable.
- the predetermined time is, for example, several seconds, or a predetermined number of distances, for example, 50 to 100 m.
- the game execution history reproduction amount is changed according to a characteristic value of the game state, for example, a processing speed of the game such as a speed of a virtual vehicle at a game stop point. For example, when the vehicle speed is high, the amount of reproduction is increased.
- the game board is The reproduction amount can be changed depending on the time elapsed from the interruption of the game or the game over to the resumption of the game, and the reproduction amount can be arbitrarily set by the player or the maintainer of the game device.
- the command input for setting is set in a predetermined storage area of the game board.
- the game processing board is configured such that the player keeps pressing a predetermined operation button during reverse playback. This is to control the screen to play in reverse.
- this reproduction mode a reproduction mode in which a player performs an ideal operation may be used. For example, if the game is over immediately after a car crash (crash), even if the game is continued (continue), the operation is performed after the reproduction from the game restart to the crash is performed. Changes the game execution history to a form that does not include a crash or is less likely to be crashed because the game is likely to fall into a crashy situation Also, as will be described later, the player's operation input is enabled from the game restart point to prevent the player from reaching an undesired game state at the game stop point. Even the reproduced form is good.
- the game starts from the game stop point.
- a game screen in which the vehicle returns to the game restart point is displayed, and then a screen in which the vehicle advances from the game restart point to the game stop point is displayed.
- Continuation of the game processing becomes effective from the time when the car reaches the game stop point.
- Game stop point in this sense however c coincides with the game continuing point, the game continuation point where continuation of the game processing is started may be rather consistent Shinano game stop point.
- the game continuation point may be located slightly before the game stop point.
- the validity is the degree to which this operation amount is reflected in the game processing
- the validity of 1 is the degree to which almost all the operation amount is reflected in the game processing.
- the validity is 1 during the normal game execution processing period.
- the validity of 0 means that the operation amount has no effect on the game processing.
- the validity is 1 from the game continuation point and 0 from the game restart point to the game continuation point. That is, even if the player operates the input terminal from the game restart point to the game continuation point, he cannot control the vehicle at all.
- FIG. 4 is a modification of FIG. This shows a state in which the validity gradually changes from 0 to 1 from the game restart point to the game continuation point.
- a shows the case where the change rate of the effectiveness is large at the game restart point
- c shows the case where the change rate of the effectiveness is large at the game continuation point.
- b indicates that the rate of change is constant from the game restart point to the game continuation point.
- the calculated values of the behavior of the vehicle from the game restart point to the game stop point are stored in the memory, and the operation values of the player are stored in the stored values. Carrier behavior calculation is performed gradually and the video of this calculation result is reproduced. From the game continuation point.
- the game data after the game continuation point is the player score in the game.
- the game processing board multiplies the operation amount of the player by this value of f and passes it to the game processing means, and the game processing means inputs the corrected input.
- a predetermined calculation process specified by the game program is executed using the value.
- the following control operation may be additionally executed.
- the operation amount of the input means may end in a specific case.
- the game may be over while the vehicle is traveling along a curve partway along the course.
- the game processing board controls the handle from the neutral steering angle to the steering angle when the game is over.
- the system memory has a specific memory area for sequentially updating and storing a game state within a predetermined time during a game execution period.
- the game processing board temporarily stops the game by a pause button, and executes a control operation to be described later when continuing the pause.
- a game device having a pause function By operating the pause button again, the game is continued from the pause state. Conventionally, the game is immediately continued from the pause state.
- the game device according to the present embodiment can execute the control operations of FIGS. 2 to 4 described above. This embodiment is different from the above embodiment in the following points.
- the game processing board displays a message to that effect on the game screen, for example, “Automatic reproduction”, from the game restart point to the game continuation point.
- the game apparatus has means for selecting whether to continue the game from the game stop point or to continue the game processing after reproducing the game execution history state.
- the game processing board displays the required time from the game restart point to the game continuation point on the display means, or calculates the required time from the game restart point to the game continuation point by a countdown method. To display on the display means.
- the game state is stored as follows.
- FIG. 5 is a conceptual diagram illustrating this storage method.
- the system memory has a memory portion for storing two game execution history states of an area 1 and an area 2. This memory system supports the case where the time from the game restart point to the game continuation point is 3 seconds, that is, the automatic reproduction time is 3 seconds.
- Areas 1 and 2 are also configured so that all game processing data within the period can be updated and stored every 6 seconds.
- the start of storage in each storage area is off by 3 seconds.
- the game processing board reads the data in the area stored for 3 seconds or more.
- the read data is more than 3 seconds, but it is automatically reproduced by one of the following methods.
- a driving game has been described as an example, but the present invention is particularly suitable for a game in which characters move quickly, such as a fighting game. The player must respond to the rapid movement of the character when the game continues after the game is stopped.
- a game starting method conventionally called a rolling start.
- the Mouth Ring Start starts the race while driving the car in advance. During the driving period of the car before the start, the input operation of the player is not valid in the game processing pod.
- this rolling start is compared with the game control according to the present invention, it is the same in that the car is traveling up to the game continuation point, but in this control, the vehicle is running up to the game continuation point.
- Cars differ from game processes for rolling start in that the player's operation is 100 percent or more effective.
- the rolling start is always the same as the game start point, unlike the continue or pause, and the point where the operation usually shifts to Yu-Gi-Sha is to select a place that does not require frequent operation In many cases, it is not necessary to enable player operations during game reproduction.
- the present invention since the game can be continued while reproducing the past game state, it becomes possible for the player to smoothly perform the game processing from the point at which the game is stopped.
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Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP00940837A EP1136105B1 (en) | 1999-07-30 | 2000-06-26 | Game machine |
US09/806,436 US6749503B1 (en) | 1999-07-30 | 2000-06-26 | Game device and program including game processing after reproducing historical performance |
DE60024775T DE60024775T2 (de) | 1999-07-30 | 2000-06-26 | Spielautomat |
US10/798,431 US7425179B2 (en) | 1999-07-30 | 2004-03-12 | Game device and program including game processing after reproducing historical performance |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP11/218016 | 1999-07-30 | ||
JP11218016A JP2001038049A (ja) | 1999-07-30 | 1999-07-30 | ゲーム装置 |
Related Child Applications (3)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US09/806,436 A-371-Of-International US6749503B1 (en) | 1999-07-30 | 2000-06-26 | Game device and program including game processing after reproducing historical performance |
US09806436 A-371-Of-International | 2000-06-26 | ||
US10/798,431 Continuation US7425179B2 (en) | 1999-07-30 | 2004-03-12 | Game device and program including game processing after reproducing historical performance |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2001008764A1 true WO2001008764A1 (fr) | 2001-02-08 |
Family
ID=16713317
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2000/004184 WO2001008764A1 (fr) | 1999-07-30 | 2000-06-26 | Machine de jeu |
Country Status (7)
Country | Link |
---|---|
US (2) | US6749503B1 (ja) |
EP (1) | EP1136105B1 (ja) |
JP (1) | JP2001038049A (ja) |
KR (1) | KR100648539B1 (ja) |
DE (1) | DE60024775T2 (ja) |
ES (1) | ES2257301T3 (ja) |
WO (1) | WO2001008764A1 (ja) |
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JP2007199944A (ja) * | 2006-01-25 | 2007-08-09 | Sega Corp | シミュレーション映像のダイジェストを表示制御するプログラム |
JP4260814B2 (ja) * | 2006-03-09 | 2009-04-30 | 任天堂株式会社 | ゲーム装置およびゲームプログラム |
JP4821436B2 (ja) * | 2006-05-25 | 2011-11-24 | 株式会社セガ | プレーヤ交代操作機能を有するゲーム装置 |
JP2008011940A (ja) | 2006-07-03 | 2008-01-24 | Sony Computer Entertainment Inc | ゲーム制御プログラム、ゲーム制御方法、及びゲーム装置 |
JP4187768B2 (ja) * | 2007-03-20 | 2008-11-26 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、進行制御方法、および、プログラム |
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JP5189561B2 (ja) * | 2009-06-05 | 2013-04-24 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム制御方法、及び、プログラム |
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WO1997046294A1 (fr) | 1996-06-03 | 1997-12-11 | Sega Enterprises, Ltd. | Processeur d'images, procede de traitement d'images, machine de jeux et support d'enregistrement |
US6398647B1 (en) * | 1997-04-03 | 2002-06-04 | Sega Enterprises, Ltd. | Method for displaying a reproduced image of a game |
JP3731781B2 (ja) | 1997-07-26 | 2006-01-05 | 株式会社ナムコ | ゲーム装置および該ゲーム装置に係るプログラムを記憶した記憶媒体 |
-
1999
- 1999-07-30 JP JP11218016A patent/JP2001038049A/ja not_active Withdrawn
-
2000
- 2000-06-26 DE DE60024775T patent/DE60024775T2/de not_active Expired - Fee Related
- 2000-06-26 EP EP00940837A patent/EP1136105B1/en not_active Expired - Lifetime
- 2000-06-26 WO PCT/JP2000/004184 patent/WO2001008764A1/ja active IP Right Grant
- 2000-06-26 US US09/806,436 patent/US6749503B1/en not_active Expired - Fee Related
- 2000-06-26 ES ES00940837T patent/ES2257301T3/es not_active Expired - Lifetime
- 2000-06-26 KR KR1020017004094A patent/KR100648539B1/ko not_active IP Right Cessation
-
2004
- 2004-03-12 US US10/798,431 patent/US7425179B2/en not_active Expired - Fee Related
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JPH02283390A (ja) * | 1989-04-25 | 1990-11-20 | Hudson Soft Co Ltd | ゲーム機用プログラマブルコントローラ |
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JPH07303760A (ja) * | 1994-05-11 | 1995-11-21 | Sanyo Electric Co Ltd | ビデオゲーム装置 |
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See also references of EP1136105A4 * |
Also Published As
Publication number | Publication date |
---|---|
DE60024775T2 (de) | 2006-11-02 |
EP1136105A4 (en) | 2003-01-15 |
KR20010079964A (ko) | 2001-08-22 |
EP1136105A1 (en) | 2001-09-26 |
DE60024775D1 (de) | 2006-01-19 |
US6749503B1 (en) | 2004-06-15 |
US20040204230A1 (en) | 2004-10-14 |
ES2257301T3 (es) | 2006-08-01 |
EP1136105B1 (en) | 2005-12-14 |
JP2001038049A (ja) | 2001-02-13 |
KR100648539B1 (ko) | 2006-11-24 |
US7425179B2 (en) | 2008-09-16 |
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