US20020078376A1 - Security system - Google Patents

Security system Download PDF

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Publication number
US20020078376A1
US20020078376A1 US10/021,027 US2102701A US2002078376A1 US 20020078376 A1 US20020078376 A1 US 20020078376A1 US 2102701 A US2102701 A US 2102701A US 2002078376 A1 US2002078376 A1 US 2002078376A1
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United States
Prior art keywords
game
data processing
processing device
data
backup 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.)
Abandoned
Application number
US10/021,027
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English (en)
Inventor
Takao Miyoshi
Akio Setsumasa
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.)
Sega Corp
Original Assignee
Sega 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 Sega Corp filed Critical Sega Corp
Assigned to SEGA CORPORATION reassignment SEGA CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MIYOSHI, TAKAO, SETSUMASA, AKIO
Publication of US20020078376A1 publication Critical patent/US20020078376A1/en
Priority to US11/280,358 priority Critical patent/US7721116B2/en
Abandoned legal-status Critical Current

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Classifications

    • A63F13/12
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F15/00Digital computers in general; Data processing equipment in general
    • G06F15/16Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F21/00Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F21/10Protecting distributed programs or content, e.g. vending or licensing of copyrighted material ; Digital rights management [DRM]
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F21/00Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F21/70Protecting specific internal or peripheral components, in which the protection of a component leads to protection of the entire computer
    • G06F21/71Protecting specific internal or peripheral components, in which the protection of a component leads to protection of the entire computer to assure secure computing or processing of information
    • G06F21/73Protecting specific internal or peripheral components, in which the protection of a component leads to protection of the entire computer to assure secure computing or processing of information by creating or determining hardware identification, e.g. serial numbers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods 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
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2109Game systems

Definitions

  • the present invention relates to technology for security system, more particularly to a communication game system by connecting a plurality of game devices through a network.
  • a communication game system is realized by connecting a plurality of game devices to a communication network such as a telephone line, an ISDN network, etc.
  • a communication network such as a telephone line, an ISDN network, etc.
  • the applicant suggested a security technology of a recording medium in Japanese Patent Laid-Open Publication No. 2000-35885 in order to prevent a third party from misusing a recording medium with game software stored therein.
  • the Publication describes the technology in which a server manages identifying information inherent in a recording medium with game software stored therein and identifying information inherent in a game device to understand which recording medium is used in each game device, whereby, when such game device is connected to a communication network, a limitation is imposed on game processing if such server judges that the recording medium attached to the game device was previously used in another game device, and ordinary game processing is performed if the server judges that such recording medium is being used only for the pertinent game device.
  • saved data which is backed up in a backup memory can be transferred from a game device to another game device through a communication network; however, if the saved data, upon transferring the saved data from the backup memory to the game device, remained in the backup memory, there is the possibility of misuse by providing saved data to another person while retaining the saved data in one's own backup memory by forcibly taking the backup memory from the game device.
  • an object of the present invention is to provide a computer readable recording medium in which a security system for preventing misuse by a third party of a recording medium, a data processing device, a recording medium management method and a program for performing such method are recorded.
  • Another object of the present invention is to provide a computer readable recording medium in which a data processing device for preventing misuse of a backup memory, a data processing method, a security system, a method for managing saved data and a program for performing such method are recorded.
  • Still another object of the present invention is to provide a computer readable recording medium in which a game server for enhancing an amusing aspect of a communication game, a game processing method and a program for performing such method are recorded.
  • the present invention can provide a computer readable recording medium in which a program for causing a computer system to perform the aforementioned method is recorded.
  • Examples of computer readable recording media are: in addition to portable recording media such as optical disks (disks having an inherent physical format such as CD-ROM, DVD-ROM, DVD-RAM, DVD-R, PD Disk, MD Disk, MO Disk, etc.) and flexible disks, internal recording devices in a computer such as RAM or ROM, etc., or external recording devices such as a hard disk.
  • saved data in a backup memory is encrypted using identifying information inherent in the data processing device as a key.
  • the saved data in the backup memory can not be used in another data processing device, and therefore, misuse of the saved data can be prevented.
  • the number of times which a data processing device having a backup memory is connected to a communication network is registered in a database while such number of times is recorded in the backup memory or data processing device, and when such number of times, which is obtained from the data processing device upon the data processing device having a backup memory being connected to the communication network, is consistent with the number of times registered in the database, the processing of data in the backup memory is permitted. By this, illegitimate copy of the data in the backup memory can be effectively prevented.
  • a level required to participate in a game is set in advance in accordance with the difficulty of the game and a player complying with the required level for the difficulty of the game is allowed to participate in the game.
  • progression status of a communication game is not backed up as saved data when such game is played via a communication network. Even in the case in which a game device backs up progression status of the game, it may be prohibited to start a game in the middle of the game in reference to such progression status when the game is played without connecting to a communication network. This can solve the aforementioned problem.
  • the displaying time of an ending screen of a communication game, when such game is played via a communication network is shortened. This can reduce an increase in a fee for a connection to a communication network and a fee for an Internet connection to a game server.
  • FIG. 1 is an illustration of a security system of a recording medium.
  • FIG. 2 is an illustration of a game device and a controller.
  • FIG. 3 is an illustration of an exterior view of a game device and a controller.
  • FIG. 4 is an illustration showing a structure of a connection between game devices and a communication network.
  • FIG. 5 is an illustration showing a transfer of saved data.
  • FIG. 6 is an illustration of a security system for a backup memory.
  • FIG. 7 is an illustration of prevention of an illegitimate copy of a backup memory.
  • FIG. 9 is an illustration of levels required to participate in a communication game.
  • FIG. 10 is an illustration of a plot of a game development.
  • FIG. 12A, 12 B, 12 C, 12 D and 12 E is an illustration of ending screens of a game.
  • FIG. 1 is an illustration of a server, which prevents misuse by a third party of a recording medium, and a game device.
  • numeral 10 is a portable recording medium such as a CD-ROM with game software stored therein
  • numeral 11 is a home game device.
  • the game device 11 comprises desired communication functions so as to read a game program recorded in the recording medium 10 and play a communication game together with another game device through a communication network such as a public circuit (e.g. telephone line, ISDN network, etc.) or an exclusive circuit.
  • a server 13 manages the communication game processing, etc. of each game device connected to the communication network.
  • identifying information inherent in each recording medium which is called a “serial number (SN)” is provided.
  • the SN of the recording medium is A0101.
  • the SN may be the one recorded in the recording medium 10 as data or the one indicated in its package or manual.
  • the server 13 When the game device 11 accesses the server 13 through a communication network (FIG. 1 ( 1 )), the server 13 requires the game device 11 to transfer the device ID of the game device 11 and the SN of the recording medium 10 .
  • the device ID is identifying information allocated to each game device so it does not overlap with others and is issued from the server 13 .
  • a database 14 the SN of a recording medium used in the game device using the device ID as a key is associated and managed in each record.
  • the server 13 generates a record in which the device ID issued to the game device 11 (2000.12.10.21.05.37) and the SN (A0101) are associated with each other (FIG. 1 ( 3 )).
  • the server 13 associates the device ID of the game device 11 and the SN of the recording medium 10 with each other and manages them. Therefore, if a third party attempts to insert a recording medium used in another game device into its own game device and use it, the SN of the recording medium and the device ID of the game device are not consistent with each other, and therefore, the server 13 can impose a limitation on the use by such third party of the recording medium.
  • CD-ROM is referred to as an example of a recording medium, it does not limit it, as optical disks (e.g. DVD-ROM, DVD-RAM, DVD-R, PD Disk, MD Disk, MO disk, etc.), a flexible disk (FD), a detachable cartridge in which a game program is stored, a memory card, etc. can also be used.
  • optical disks e.g. DVD-ROM, DVD-RAM, DVD-R, PD Disk, MD Disk, MO disk, etc.
  • FD flexible disk
  • detachable cartridge in which a game program is stored e.g. DVD-ROM, DVD-RAM, DVD-R, PD Disk, MD Disk, MO disk, etc.
  • FD flexible disk
  • detachable cartridge in which a game program is stored e.g. DVD-ROM, DVD-RAM, DVD-R, PD Disk, MD Disk, MO disk, etc.
  • FD flexible disk
  • detachable cartridge in which a game program is stored
  • FIG. 3 is an illustration of a game device and an operation controller.
  • a backup memory 22 for saving saved data is detachable and an operating unit 21 , on which an analog key or switches are arranged, is provided.
  • the backup memory 22 includes a nonvolatile memory.
  • the operation controller 20 is connected to a game device 23 via a connection cord 28 and a connector 29 . Further, the backup memory 22 may be attached to the game device so as to be directly and freely detachable therefrom.
  • FIG. 2 is a functional block diagram of a game device and an operation controller.
  • a game device 23 comprises a game processing unit 24 , an encrypting unit 25 , a CD-ROM drive 26 and a device ID memory 27 . These modules are realized by hardware, such as a CPU, a ROM, a RAM, etc.
  • a game program to be supplied from a CD-ROM via the CD-ROM drive 26 is read and a game program is executed based on a control signal of the analog key or switches which is outputted from the operating unit 21 , and saved data to be backed up in the backup memory 22 is generated.
  • the encrypting unit 25 encrypts the saved data using, as a key, information inherent in the game device 23 stored in the device ID memory 27 (e.g. production number), and backs up such data in the backup memory 22 .
  • the device ID memory 27 e.g. production number
  • a known encryption technology can be used.
  • the game device 23 reads the saved data backed up in the backup memory 22
  • the saved data is decrypted in the encrypting unit 25 using the device ID as a key, and is outputted into the game processing unit 24 .
  • the data saved in the backup memory 22 is encrypted using the information inherent in the game device 23 as a key, and therefore, such data can not be used in another game device. Accordingly, misuse of a backup memory, such as playing a game in one's own game device using another's backup memory, can be effectively prevented.
  • the game device 32 timely writes in a ROM 320 an item obtained by a player, the score, progression status of a game, etc. along with the progression of the game.
  • the data written in the RAM 320 can be transferred to the backup memory 310 as saved data. Further, the items, etc. obtained by the player can be transferred to a RAM 340 of the game device 34 via the communication network 36 .
  • FIG. 5 is an illustration showing status of a backup memory when a communication game is played using saved data backed up in the backup memory.
  • the backup memory 310 saved data such as items is backed up.
  • the saved data in the backup memory 310 is transferred (moved) to the RAM 320 of the game device 23 , and the saved data in the backup memory 310 is deleted.
  • the saved data in the backup memory 310 is vacant.
  • the saved data in the backup memory 310 is transferred from the RAM 320 to the backup memory 310 .
  • FIG. 6 is an illustration of a server, which controls a communication game and a game device.
  • numeral 41 is a home game device, by which a game can be played by accessing a server 44 .
  • the game device 41 develops a game based on an operation signal supplied from an operation controller 42 .
  • the controller 42 comprises a backup memory 43 for backing up saved data.
  • the backup memory 43 comprises a nonvolatile memory.
  • the server 44 increments the number of access times by one and updates the records by adding and recording such time and date of access. Simultaneously, the information of the backup memory 43 is also updated (FIG. 6( 3 )). Meanwhile, when the device ID and the Access Information are not consistent with each other, there is a doubt raised of misuse of the backup memory 43 , and therefore, the use of the backup memory is restricted.
  • the inconsistency of the device ID and the Access Information refers to ⁇ circle over (1) ⁇ the case of attempting to back up saved data in another person's backup memory and to use such data, and ⁇ circle over (2) ⁇ the case of there being a doubt raised of illegitimately copying the saved data.
  • ⁇ circle over (1) ⁇ the device ID and the number of access times, and the time and date of access are completely inconsistent with each other. Therefore, it is obviously an attempt to use another's saved data not used in the game device 41 .
  • FIG. 8 is an illustration of the case of playing a communication game by connecting a plurality of game devices to a communication network.
  • numerals 51 to 53 are game devices connected to a communication network 54 and numeral 55 is a server for controlling a communication game.
  • a level required to participate in a communication game is set in accordance with the level of the game. For instance, at the basic level, everyone can participate in the game; however, at the advanced level, a level of no less than 20 is required to participate in the game, and at the expert level, a level of no less than 40 is required to participate in the game.
  • the “level” referred to here means a parameter to be given to a player's character as the game proceeds, which is mainly given in accordance with the kind and number of enemy characters which the player's character defeated during the game.
  • FIG. 10 is an illustration showing a plot of a game development.
  • the game consists of stages 1 to 3 .
  • the stages consist of the scenes such as a forest area, an underground cave, a dig and an ancient space ship.
  • a scene 1 and a scene 2 are set in line with the proceeding of the game, which provides variation to the development of the scenes.
  • Each stage has a final scene and a player can proceed to the next stage by defeating an enemy character appearing in the scene.
  • Step S 1 upon playing a game on line (Step S 1 ; YES), flag data showing progression status of the game is not backed up (Step S 2 ), and upon not playing a game on line (Step S 1 ; NO), flag data showing progression status of the game is backed up (Step S 3 ).
  • the game device stores flag data showing progression status of the game, it may be prohibited for a player to play a game in the middle thereof in reference to the flag data when the game is played without connecting to a communication network.
  • back-up controlling means may be provided for the game device, and the back-up of flag data showing the progression status of the game may be controlled by the game server.
  • FIG. 12 shows changes of ending screens of a game.
  • FIGS. 12A to 12 C are diagrams of changes of ending screens when a player plays a game off without connecting to a communication network, and then ends the game.
  • a player character 61 defeats an enemy character 62 and ends the game (FIG. 12A)
  • the credits are run for several minutes (FIG. 12B), and the “END” screen is displayed (FIG. 12C).
  • FIGS. 12C and 12D are diagrams of changes of ending screens when a plurality of players play a game on line via a communication network and then end the game.
  • players' characters 71 to 74 defeat an enemy character 72 and end the game (FIG. 12C)
  • the “END” screen is promptly displayed (FIG. 12D), and then returned to the initial screen (FIG. 12C).
  • the displaying time of the ending screens of the game may be shortened by a game server.
  • identifying information is issued from a server to a data processing device via a communication network. Therefore, even if no identifying information is provided to a data processing device in advance, it is possible to manage which recording medium is used in which data processing device.
  • saved data in a backup memory can be encrypted and decrypted using, as a key, identifying information inherent in a data processing device, which is effective for protecting the security of the saved data.
  • saved data backed up in a nonvolatile memory of a backup memory is deleted after the saved data to be processed to a data processing is transferred to the data processing device, which can effectively prevent misuse of saved data.
  • a server manages the number of times that a data processing device having a backup memory is connected to a communication network, which can effectively prevent misuse of the saved data in the backup memory.
  • a level required to participate in a communication game is set in advance in accordance with the difficulty of the game, a player complying with the level required in accordance with the difficulty of the game is allowed to participate in the communication game, which enables the communication game to be more amusing.
  • progression status of a game is not backed up as saved data when the game is played via a communication network, which enables the communication game to be more amusing.
  • the displaying time of ending screens of a communication game is shortened when the game is played via a communication network, which can reduce the burden of a connection fee to a communication network.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Hardware Design (AREA)
  • Software Systems (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Computer Security & Cryptography (AREA)
  • Mathematical Physics (AREA)
  • Technology Law (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Storage Device Security (AREA)
  • Computer And Data Communications (AREA)
  • Information Retrieval, Db Structures And Fs Structures Therefor (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
US10/021,027 2000-12-20 2001-12-19 Security system Abandoned US20020078376A1 (en)

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JP2000387833A JP2002189636A (ja) 2000-12-20 2000-12-20 セキュリティシステム

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US11/280,358 Expired - Fee Related US7721116B2 (en) 2000-12-20 2005-11-17 Security system

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EP (3) EP1850257A3 (enExample)
JP (1) JP2002189636A (enExample)
KR (1) KR100866562B1 (enExample)
CN (2) CN1237453C (enExample)
TW (1) TWI221573B (enExample)

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US20050220083A1 (en) * 2004-03-30 2005-10-06 Yoji Takeuchi CD-ROM on which a program for functioning as an IP telephone terminal is recorded, management server, operation server, and IP telephone terminal setup method
US20060224851A1 (en) * 2005-04-04 2006-10-05 Kelshi Tamura Storage controller and storage system
US20080261697A1 (en) * 2002-01-28 2008-10-23 Masayuki Chatani Networked Electronic Entertainment System
US8966557B2 (en) 2001-01-22 2015-02-24 Sony Computer Entertainment Inc. Delivery of digital content
US9483405B2 (en) 2007-09-20 2016-11-01 Sony Interactive Entertainment Inc. Simplified run-time program translation for emulating complex processor pipelines
US10981065B2 (en) * 2018-03-28 2021-04-20 Nintendo Co., Ltd. Storage medium having stored therein information processing program, information processing apparatus, information processing system, and information processing method

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US7482526B2 (en) 2004-01-06 2009-01-27 Yamaha Corporation Technique for supplying unique ID to electronic musical apparatus
JP4529612B2 (ja) 2004-09-21 2010-08-25 株式会社セガ 携帯端末におけるアプリケーションプログラム使用時の通信料の削減方法
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WO2007026276A2 (en) * 2005-08-29 2007-03-08 Koninklijke Philips Electronics N.V. Method and apparatus for authorizing to use a content
JP4506747B2 (ja) * 2006-06-21 2010-07-21 株式会社エイチ・エム・アイ コンピュータの認証システム
WO2009001447A1 (ja) * 2007-06-27 2008-12-31 Fujitsu Limited 認証方法、認証システム、認証装置及びコンピュータプログラム
JP5309506B2 (ja) * 2007-09-11 2013-10-09 株式会社セガ ネットワークゲームシステム
JP4675980B2 (ja) * 2008-02-08 2011-04-27 日本電産サンキョー株式会社 不正行為防止方法
JP5076130B2 (ja) * 2008-04-09 2012-11-21 株式会社メガチップス 半導体メモリ装置
US20100211546A1 (en) * 2009-02-13 2010-08-19 Lennox Manufacturing Inc. System and method to backup data about devices in a network
JP6038473B2 (ja) * 2012-03-30 2016-12-07 株式会社カプコン ゲームプログラムおよびゲームシステム
JP5482841B2 (ja) * 2012-07-27 2014-05-07 株式会社セガ サーバ装置、サーバプログラム、および、端末プログラム
JP2014056625A (ja) * 2012-09-11 2014-03-27 Toshiba Corp メディア処理方法及びカセット
JP6194221B2 (ja) * 2013-10-08 2017-09-06 任天堂株式会社 情報処理システム、情報処理装置、情報処理プログラム、およびセーブデータの記憶方法
JP2015207054A (ja) * 2014-04-17 2015-11-19 船井電機株式会社 コンテンツ管理システムおよびコンテンツ管理システムの制御方法
JP6537811B2 (ja) * 2014-11-21 2019-07-03 株式会社ソニー・インタラクティブエンタテインメント 情報処理装置
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JP6727514B2 (ja) * 2018-02-16 2020-07-22 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム制御装置、及びプログラム
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US20060080558A1 (en) 2006-04-13
CN1629765A (zh) 2005-06-22
EP1217497A2 (en) 2002-06-26
KR20020050155A (ko) 2002-06-26
CN1360262A (zh) 2002-07-24
EP1717661A2 (en) 2006-11-02
EP1717661A3 (en) 2007-01-24
CN1237453C (zh) 2006-01-18
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JP2002189636A (ja) 2002-07-05
US7721116B2 (en) 2010-05-18

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