ELECTRONIC GAME MACHINES USE

Brand Owner (click to sort) Address Description
METAL SLUG SNK PLAYMORE CORPORATION 1-16-17, Esaka-Cho, Suita-City; Osaka 564-0063 Japan electronic game machines for use with a television receiver or video monitor; coin or counter-feed electronic game machines and parts therefor; software for electric game machines in the form of a cartridge, tape, disc, card or the like;
METAL SLUG PLAYMORE CORP. 15-11, TOYOTSU-CHO SUITA-SHI Japan electronic game machines for use with a television receiver or video monitor; coin or counter-feed electronic game machines and parts therefor; software for electric game machines in the form of a cartridge, tape, disc, card or the like;
METAL SLUG Nazca Company Limited 13-18, Toyotsu-Cho, Suita-Shi Osaka Japan electronic game machines for use with a television receiver or video monitor; coin or counter-feed electronic game machines and parts therefor; software for electric game machines in the form of a cartridge, tape, disc, card or the like;
NEO TURF MASTERS SNK CORPORATION 1-16-17, Esaka-Cho, Suita-City Osaka 564-0063 Japan electronic game machines for use with a television receiver or video monitor; coin or counter-feed electronic game machines and parts therefor; computer software for electric game machines in the form of a cartridge, tape, disc or card;
READY, SET, SCHOOL VTECH ELECTRONICS NORTH AMERICA 2350 Ravine Way, Suite 100 Glenview IL 60025 electronic game machines for use with televisions; computer programs recorded on magnetic or optical media for use in educating children; computer game software; electronic computer learning aids comprising electronic sound producing computers; personal digital assistants and personal digital assistant computers;children's multiple activity toys; electronic teaching and educational game machines for children; musical toys; hand-held unit for playing electronic games;READY SET SCHOOL;
 

Where the owner name is not linked, that owner no longer owns the brand

   
Technical Examples
  1. A game of chance involving a progression of events is conducted on one or more gaming machines. After receiving a wager from a player at a gaming machine, play of the game is initiated. If the game is paused, the status of the paused game is stored at a central database linked to and remote from the gaming machine. This game status is associated with a personal identifier of the player. To continue play of the game beginning from a point at which the game was paused, the personal identifier is provided to the central database via the same or another gaming machine and the game status associated with the personal identifier is retrieved from the central database.