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US5720663A Expired / Lapsed US ⏱️ 0.0 years remaining

Game apparatus, image synthesizing method, and data storage medium

Assignee: Bandai Namco Entertainment Inc
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Filing: 1995-12-01
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Granted: 1998-02-24
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Expires: 2015-12-01
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Abstract

Abstract An information storage device stores number-of-times-played information, total-playing-time information, and game-setting information, so that this information is retained after a games machine has been switched off. A game computation section performs game computations on the basis of manipulation information from the manipulation section, game-setting information that is stored in the information storage device, and a given program. An image synthesis section synthesizes a game image on the basis of results of these game computations. When a power detection section detects that power has been turned on, a read section reads information from the information storage device, then an information updating section updates the number-of-times-played information and total-playing-time information each time the game is played and also updates the game-setting information when the number of times played or the like exceeds a given number. After a given period of time has elapsed, a new game character appears for the player to select.

Inventors

  • 👤 Hajime Nakatani
  • 👤 Masamichi Abe
  • 👤 Yutaka Konoe
  • 👤 Yoshihito Saito

Bibliographic Details

Application Number —
Jurisdiction US
Data Source google_patents
Last Synchronized 2026-11-05 16:23
CPC Classifications
A; A63; A63F; A63F13/00; A63F13/80; A63F13/822; A63F13/45; A63F13/47; A63F13/60; A63F13/69; A63F13/48; A63F13/50; A63F13/52; A63F13/807; A63F13/833; A63F2300/00; A63F2300/60; A63F2300/609; A63F2300/63; A63F2300/632; A63F2300/636; A63F2300/66; A63F2300/80; A63F2300/8029

Claims Analysis

Total Claims: 54
Claim 1
Independent Claim 165 words
A games machine comprising: an information storage device for storing information comprising at least number-of-times-played information and game-setting information for a game, said information being retained after power is turned off; manipulation means for enabling a player to interact with said game; game computation means for performing game computations based on manipulation information from said manipulation means, said game-setting information stored in said information storage device, and a given program; and image synthesis means for synthesizing an image that can be seen by said player based on game computations of said game computation means; wherein said game computation means comprises: means for reading said information from said information storage device; information updating means for updating said number-of-times-played information every time said game is played and updating said game-setting information when number of times played exceeds a given number, wherein at least one characteristic about said game is changed by updating said game-setting information; and means for storing the updated information in said information storage device.
Claim 2
Dependent Claim 165 words
A games machine comprising: an information storage device for storing information comprising at least number-of-times-played information and game-setting information for a game, said information being retained after power is turned off; manipulation means for enabling a player to interact with said game; game computation means for performing game computations based on manipulation information from said manipulation means, said game-setting information stored in said information storage device, and a given program; and image synthesis means for synthesizing an image that can be seen by said player based on game computations of said game computation means; wherein said game computation means comprises: means for reading said information from said information storage device; information updating means for updating said number-of-times-played information every time said game is played and updating said game-setting information when number of times played exceeds a given number, wherein at least one characteristic about said game is changed by updating said game-setting information; and means for storing the updated information in said information storage device.
Claim 3
Dependent Claim 72 words
The games machine as defined in claim 1, wherein said game computation means performs game computations for implementing combat between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, and at least one characteristic about the game character or moving body selectable by said player is changed by updating said game-setting information.
Claim 4
Dependent Claim 71 words
The games machine as defined in claim 1, wherein said game computation means performs game computations for implementing combat between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, and at least one characteristic of said combat between said game characters or moving bodies is changed by updating said game-setting information.
Claim 5
Dependent Claim 28 words
The games machine as defined in claim 1, wherein said number-of-times played information is displayed on a game screen for a given period of time or displayed continuously.
Claim 6
Dependent Claim 151 words
A games machine comprising: an information storage device for storing information comprising at least total-playing-time information and game-setting information for a game, said information being retained after power is turned off; manipulation means for enabling a player to interact with said game; game computation means for performing game computations based on manipulation information from said manipulation means, said game-setting information stored in said information storage device, and a given program; and image synthesis means for synthesizing an image that can be seen by said player, based on game computations by said game computation means; wherein said game computation means comprises: means for reading said information from said information storage device; information updating means for updating said total-playing-time information every time said game is played and updating said game-setting information when total playing time exceeds a given length of time; and means for storing the updated information in said information storage device.
Claim 7
Dependent Claim 151 words
A games machine comprising: an information storage device for storing information comprising at least total-playing-time information and game-setting information for a game, said information being retained after power is turned off; manipulation means for enabling a player to interact with said game; game computation means for performing game computations based on manipulation information from said manipulation means, said game-setting information stored in said information storage device, and a given program; and image synthesis means for synthesizing an image that can be seen by said player, based on game computations by said game computation means; wherein said game computation means comprises: means for reading said information from said information storage device; information updating means for updating said total-playing-time information every time said game is played and updating said game-setting information when total playing time exceeds a given length of time; and means for storing the updated information in said information storage device.
Claim 8
Dependent Claim 72 words
The games machine as defined in claim 5, wherein said game computation means performs game computations for implementing combat between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, and at least one characteristic about the game character or moving body selectable by said player is changed by updating said game-setting information.
Claim 9
Dependent Claim 71 words
The games machine as defined in claim 5, wherein said game computation means performs game computations for implementing combat between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, and at least one characteristic of said combat between said game characters or moving bodies is changed by updating said game-setting information.
Claim 10
Dependent Claim 27 words
The games machine as defined in claim 5, wherein said total-playing-time information is displayed on a game screen for a given period of time or displayed continuously.
Claim 11
Dependent Claim 116 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing an image that can be seen by said player based on game computation of said game computation means; and means for increasing the number of game characters or moving bodies selectable by said player when a given period of time has elapsed.
Claim 12
Dependent Claim 116 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing an image that can be seen by said player based on game computation of said game computation means; and means for increasing the number of game characters or moving bodies selectable by said player when a given period of time has elapsed.
Claim 13
Dependent Claim 62 words
The games machine as defined in claim 9, wherein a priority of appearance of a new game character or moving body that appears as a result of increasing the number of game characters or moving bodies is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 14
Dependent Claim 48 words
The games machine as defined in claim 4, wherein information for identifying a new game character or new moving body that has appeared as a result of increasing the number of game characters or moving bodies is displayed during a period which no player is playing said game.
Claim 15
Dependent Claim 156 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing an image that can be seen by said player based on game computation of said game computation means; and means for changing at least one of the game characters or moving bodies selectable by said player when a given period of time has elapsed, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 16
Dependent Claim 156 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing an image that can be seen by said player based on game computation of said game computation means; and means for changing at least one of the game characters or moving bodies selectable by said player when a given period of time has elapsed, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 17
Dependent Claim 60 words
The games machine as defined in claim 12, wherein a priority of appearance of a new game character or moving body that appears as a result of changing a game character or moving body is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 18
Dependent Claim 46 words
The games machine as defined in claim 12, wherein information for identifying a new game character or new moving body that has appeared as a result of changing a game character or moving body is displayed during a period which no player is playing said game.
Claim 19
Dependent Claim 139 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing a game image that can be seen by said player based on game computations; of said game computation means; timer means for measuring the passage of time; and means for increasing the number of game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured by said timer means.
Claim 20
Dependent Claim 139 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing a game image that can be seen by said player based on game computations; of said game computation means; timer means for measuring the passage of time; and means for increasing the number of game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured by said timer means.
Claim 21
Dependent Claim 62 words
The games machine as defined in claim 15, wherein a priority of appearance of a new game character or moving body that appears as a result of increasing the number of game characters or moving bodies is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 22
Dependent Claim 48 words
The games machine as defined in claim 15, wherein information for identifying a new game character or new moving body that has appeared as a result of increasing the number of game characters or moving bodies is displayed during a period which no player is playing said game.
Claim 23
Dependent Claim 179 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing a game image that can be seen by said player based on game computations of said game computation means; timer means for measuring the passage of time; and means for changing at least one of the game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured by said timer means, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 24
Dependent Claim 179 words
A games machine comprising: manipulation means for enabling a player to interact with a game; game computation means for performing game computations for implementing combat, between a game character or moving body being manipulated by said player and at least one other game character or moving body being manipulated by another player or a computer, based on at least manipulation information from said manipulation means and a given program; image synthesis means for synthesizing a game image that can be seen by said player based on game computations of said game computation means; timer means for measuring the passage of time; and means for changing at least one of the game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured by said timer means, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 25
Dependent Claim 60 words
The games machine as defined in claim 18, wherein a priority of appearance of a new game character or moving body that appears as a result of changing a game character or moving body is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 26
Dependent Claim 46 words
The games machine as defined in claim 18, wherein information for identifying a new game character or new moving body that has appeared as a result of changing a game character or moving body is displayed during a period which no player is playing said game.
Claim 27
Independent Claim 131 words
A method of synthesizing an image based on game-setting information which is stored in an information storage device together with at least number-of-times-played information for a game, said image synthesis method comprising: performing game computations based on game manipulations performed by a player, game-setting information and a given program; synthesizing an image that can be seen by said player based on said game computations; reading information from said information storage device; updating said number-of-times-played information every time said game is played and updating said game-setting information when the total number of times played exceeds a given number, wherein at least one characteristic about said game is changed by updating said game-setting information; storing updated information in said information storage device; and retaining said updated information even after power is turned off.
Claim 28
Independent Claim 131 words
A method of synthesizing an image based on game-setting information which is stored in an information storage device together with at least number-of-times-played information for a game, said image synthesis method comprising: performing game computations based on game manipulations performed by a player, game-setting information and a given program; synthesizing an image that can be seen by said player based on said game computations; reading information from said information storage device; updating said number-of-times-played information every time said game is played and updating said game-setting information when the total number of times played exceeds a given number, wherein at least one characteristic about said game is changed by updating said game-setting information; storing updated information in said information storage device; and retaining said updated information even after power is turned off.
Claim 29
Independent Claim 117 words
A method of synthesizing an image based on game-setting information which is stored in an information storage device together with at least total-playing-time information for a game, said image synthesis method comprising: performing game computations based on game manipulations performed by a player, said game-setting information and a given program; synthesizing an image that can be seen by said player based on said game computations; reading information from said information storage device; updating said total-playing-time information every time said game is played and updating said game-setting information when the total playing time exceeds a given length of time; storing updated information in said information storage device; and retaining said updated information even after power is turned off.
Claim 30
Independent Claim 117 words
A method of synthesizing an image based on game-setting information which is stored in an information storage device together with at least total-playing-time information for a game, said image synthesis method comprising: performing game computations based on game manipulations performed by a player, said game-setting information and a given program; synthesizing an image that can be seen by said player based on said game computations; reading information from said information storage device; updating said total-playing-time information every time said game is played and updating said game-setting information when the total playing time exceeds a given length of time; storing updated information in said information storage device; and retaining said updated information even after power is turned off.
Claim 31
Independent Claim 93 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player, or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; and increasing the number of game characters or moving bodies selectable by said player when a given period of time has elapsed.
Claim 32
Independent Claim 93 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player, or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; and increasing the number of game characters or moving bodies selectable by said player when a given period of time has elapsed.
Claim 33
Independent Claim 133 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; and changing at least one of the game characters or moving bodies selectable by said player when a given period of time has elapsed, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 34
Independent Claim 133 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; and changing at least one of the game characters or moving bodies selectable by said player when a given period of time has elapsed, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 35
Independent Claim 108 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; measuring the passage of time; and increasing the number of game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured.
Claim 36
Independent Claim 108 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; measuring the passage of time; and increasing the number of game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured.
Claim 37
Independent Claim 148 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; measuring the passage of time; and changing at least one of the game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 38
Independent Claim 148 words
A method of synthesizing an image, comprising: performing computations for a game that implements combat, between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer, based on a given program and game manipulations performed by said player; synthesizing an image that can be seen by said player based on game computations; measuring the passage of time; and changing at least one of the game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 39
Dependent Claim 99 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player based on game computations; and third computer readable program code means for increasing the number of game characters or moving bodies selectable by said player when a given period of time has elapsed.
Claim 40
Dependent Claim 99 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player based on game computations; and third computer readable program code means for increasing the number of game characters or moving bodies selectable by said player when a given period of time has elapsed.
Claim 41
Dependent Claim 63 words
The information storage medium as defined in claim 27, wherein a priority of appearance of a new game character or moving body that appears as a result of increasing the number of game characters or moving bodies is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 42
Dependent Claim 49 words
The information storage medium as defined in claim 27, wherein information for identifying a new game character or new moving body that has appeared as a result of increasing the number of game characters or moving bodies is displayed during a period which no player is playing said game.
Claim 43
Dependent Claim 139 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player based on game computations; and third computer readable program code means for changing at least one of the game characters or moving bodies selectable by said player when a given period of time has elapsed, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 44
Dependent Claim 139 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player based on game computations; and third computer readable program code means for changing at least one of the game characters or moving bodies selectable by said player when a given period of time has elapsed, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 45
Dependent Claim 63 words
The information storage medium as defined in claim 30, wherein a priority of appearance of a new game character or moving body that appears as a result of increasing the number of game characters or moving bodies is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 46
Dependent Claim 49 words
The information storage medium as defined in claim 30, wherein information for identifying a new game character or new moving body that has appeared as a result of increasing the number of game characters or moving bodies is displayed during a period which no player is playing said game.
Claim 47
Dependent Claim 120 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player, based on game computations; third computer readable program code means for processing a time measurement; and fourth computer readable program code means for increasing the number of game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured.
Claim 48
Dependent Claim 120 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player, based on game computations; third computer readable program code means for processing a time measurement; and fourth computer readable program code means for increasing the number of game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured.
Claim 49
Dependent Claim 63 words
The information storage medium as defined in claim 33, wherein a priority of appearance of a new game character or moving body that appears as a result of increasing the number of game characters or moving bodies is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 50
Dependent Claim 49 words
The information storage medium as defined in claim 33, wherein information for identifying a new game character or new moving body that has appeared as a result of increasing the number of game characters or moving bodies is displayed during a period which no player is playing said game.
Claim 51
Dependent Claim 160 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player, based on game computations; third computer readable program code means for processing a time measurement; and fourth computer readable program code means for changing at least one of the game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 52
Dependent Claim 160 words
An information storage medium comprising: first computer readable program code means for processing game computations that implement combat between a game character or moving body being manipulated by a player and at least one other game character or moving body being manipulated by another player or a computer; second computer readable program code means for synthesizing a game image that can be seen by said player, based on game computations; third computer readable program code means for processing a time measurement; and fourth computer readable program code means for changing at least one of the game characters or moving bodies selectable by said player when elapse of a given period of time or arrival at a given point of time is measured, wherein said at least one changed game character or moving body has at least one characteristic that is at least partially different from the at least one characteristic of said at least one game character or moving body.
Claim 53
Dependent Claim 63 words
The information storage medium as defined in claim 36, wherein a priority of appearance of a new game character or moving body that appears as a result of increasing the number of game characters or moving bodies is based on a usage frequency of an existing game character or existing moving body that corresponds to said new game character or new moving body.
Claim 54
Dependent Claim 49 words
The information storage medium as defined in claim 36, wherein information for identifying a new game character or new moving body that has appeared as a result of increasing the number of game characters or moving bodies is displayed during a period which no player is playing said game.

References Cited (Backward Citations)

US4657247A Cited
US4685677A Cited
JPH0798104A Cited
JPH0798105A Cited
JPH0798106A Cited

USPTO Annuity & Maintenance Windows

Annuity Stage Window Opens Payment Deadline Surcharge Period Until Estimated Fee Status
3.5 Years (Year 4) 2001-02-23 2001-08-25 2002-02-24 $2000.00 Window Closed / Lapsed
7.5 Years (Year 8) 2005-02-23 2005-08-25 2006-02-24 $3760.00 Window Closed / Lapsed
11.5 Years (Year 12) 2009-02-23 2009-08-25 2010-02-24 $7700.00 Window Closed / Lapsed

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