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Recreation device and method for saving recreation data

A technology of game data and game devices, applied in video games, indoor games, data processing applications, etc.

Inactive Publication Date: 2004-04-14
KONAMI DIGITAL ENTERTAINMENT CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

A phenomenon in which the duplicated recording media storing game data are marked up at high prices in Internet auctions, etc., leading to the formation of a market

Method used

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  • Recreation device and method for saving recreation data
  • Recreation device and method for saving recreation data
  • Recreation device and method for saving recreation data

Examples

Experimental program
Comparison scheme
Effect test

Embodiment approach 1

[0071] Below, according to Figure 5 The operation of the game device according to Embodiment 1 of the present invention will be described with reference to the flow chart of FIG.

[0072] In step S41, card insertion acceptance processing is executed. Here, execute figure 2 Card insertion as shown accepts processing.

[0073] In step S42, data reading processing of the magnetic card 16 mounted in the card reader / writer 14 is performed.

[0074] In step S43, it is determined whether or not the data read from the magnetic card 16 includes a pull-out prevention flag. Here, among the data read from the magnetic card 16, the data in the area storing the pull-out prevention flag is verified, and it is judged whether the pull-out prevention flag is recorded. When it is determined that the removal prevention flag is recorded on the magnetic card 16 loaded in the card reader / writer 14, the procedure goes to step S51, and the ejection process of inserting the magnetic card 16 is ex...

Embodiment approach 2

[0091] In addition to the pull-out prevention flag shown in Embodiment 1, by issuing an identification ID to the magnetic card 16 and recording it in the magnetic card 16, illegal copying of game data can be further prevented. As embodiment 2, according to Figure 6 The flow chart of the figure describes the operation of such a game device.

[0092] In step S61, card insertion acceptance processing is executed. Here, as in Embodiment 1, execute figure 2 Card insertion as shown accepts processing.

[0093] In step S62, data reading processing of the magnetic card 16 loaded in the card reader / writer 14 is performed.

[0094] In step S63, it is judged whether the data read from the magnetic card 16 includes a pull-out prevention flag. Here, among the data read from the magnetic card 16, the data in the area storing the pull-out prevention flag is verified, and it is judged whether the pull-out prevention flag is recorded. When it is determined that the removal prevention fl...

Embodiment approach 3

[0111] according to Figure 7 The flow chart of the figure is used to describe Embodiment 3 of the present invention.

[0112] In step S81, card insertion acceptance processing is executed. Here, as in Embodiment 1 and Embodiment 2, execute figure 2 Card insertion as shown accepts processing.

[0113] In step S82, data reading processing of the magnetic card 16 loaded in the card reader / writer 14 is performed.

[0114] In step S83, the following game data is stored in the magnetic card 16 as penalty data based on the lowest result assumed when the game is run using the game data stored in the magnetic card 16 or a result lower than the lowest result. . For example, in the case of a game in which a game is played and the winner is determined, the game data stored in the magnetic card 16 is overwritten with the game data lost in the game as penalty data.

[0115] In step S84, the game selected by the player or the game automatically selected by the main body of the device ...

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PUM

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Abstract

ÄProblemÜ To reliably reflect the game data of actually executed games in the game data stored on recording media, and prevent duplication of the game data by improper means as well as use of game data that have been saved by improper means. <??>ÄSolutionÜ When starting a game, use of a recording medium is prohibited if an improper retrieval detection flag is recorded on the recording medium, and an improver retrieval detection flag is recorded on the recording medium and use of the recording medium is allowed if no improper retrieval detection flag is recorded on the recording medium. When saving the game data, storage of the game data on the recording medium is prohibited if no improper retrieval detection flag is recorded on the recording medium, and the game data are stored on the recording medium if no improper retrieval detection flag is recorded on the recording medium. When terminating the game, the improper retrieval detection flag is cleared

Description

technical field [0001] The present invention relates to a game device and a method for storing game data, in particular to a game device for storing game data in a magnetic card or other recording media and a method for storing game data. Background technique [0002] In games in which characters change as the game progresses represented by ability-enhancing simulation games, by running the game and storing game data based on its results in a magnetic card, IC card, memory card, or other recording medium, the recorded The game data stored in the media can be used to continue the next game. [0003] Games that store game results such as fighting games or sports simulation games as history, change characters according to game results, or reflect game results to game difficulty levels also store game data in the recording medium. [0004] For a game in which game data is stored in a recording medium, a data input / output unit capable of reading / writing data to / from a detachable...

Claims

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Application Information

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IPC IPC(8): A63F13/45A63F13/49A63F13/75A63F13/95G06F21/10
CPCA63F13/00A63F13/10A63F2300/206A63F13/45G06Q50/10F26B15/16F26B3/28
Inventor 内山聪志广田竜平
Owner KONAMI DIGITAL ENTERTAINMENT CO LTD