US20080261702A1 - Saving Data - Google Patents
Saving Data Download PDFInfo
- Publication number
- US20080261702A1 US20080261702A1 US12/106,862 US10686208A US2008261702A1 US 20080261702 A1 US20080261702 A1 US 20080261702A1 US 10686208 A US10686208 A US 10686208A US 2008261702 A1 US2008261702 A1 US 2008261702A1
- Authority
- US
- United States
- Prior art keywords
- data
- saving
- game
- area
- copy
- 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
Links
Images
Classifications
-
- A63F13/10—
-
- 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
-
- 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
- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- 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
Definitions
- the invention relates generally to electronic entertainment systems, and more particularly to a system and method for saving game data.
- a user In electronic entertainment systems such as gaming systems, a user often interacts with a game program, or electronic game, that is quite complex. Many electronic games require large amounts of time to complete. Often a user does not complete such a game in one sitting, but rather completes the game over several different gaming sessions. In some instances, it may take a user weeks or even months to complete a game.
- the state of the game should be saved before the end of each gaming session.
- Instruction manuals often advise users to save the state of the game at various points during game play.
- graphical prompts advise users to save the state of the game at various points during play.
- a user must manually save the state of the game, and may be prompted to do so at various intervals in the game. These interruptions can be disruptive to a user. Further, a user may forget to save a gaming session at times, thus resulting in the loss of valuable game data.
- the invention provides in various embodiments a system and method for automatically (or manually) saving game data.
- a method comprises saving two copies of data representing a state of the game to a storage medium, saving a new copy of data representing a state of the game to the storage medium such that one of the two copies is overwritten, checking the new copy of data to determine whether the new copy of data is satisfactory, saving, if the new copy of data is satisfactory, another new copy of data to the storage medium such that the other of the two copies is overwritten, and maintaining, if the new copy of the data is unsatisfactory, the other of the two copies of data on the storage medium.
- a system comprises a first module configured to save two copies of data representing a state of the game to a storage medium, a second module configured to save a new copy of data representing a state of the game to the storage medium such that one of the two copies is overwritten, a third module configured to check the new copy of data to determine whether the new copy of data is satisfactory, a fourth module configured to save, if the new copy of data is satisfactory, another new copy of data to the storage medium such that the other of the two copies is overwritten, and a fifth module configured to maintain, if the new copy of the data is unsatisfactory, the other of the two copies of data on the storage medium.
- FIG. 1 is a diagram of one embodiment of an electronic entertainment system, in accordance with the invention.
- FIG. 2 is a diagram of one embodiment of the main memory of FIG. 1 , in accordance with the invention.
- FIG. 3 is a diagram of one embodiment of a game screen on a display device, in accordance with the invention.
- FIG. 4 is a diagram of one embodiment of the memory card of FIG. 1 , in accordance with the invention.
- FIG. 5 is a diagram illustrating a new copy of game data being written over one of the two previous copies of game data in the memory card of FIG. 4 , in accordance with one embodiment of the invention
- FIG. 6 is a diagram illustrating the new copy of game data being written over the other of the two previous copies of game data in the memory card of FIG. 4 , in accordance with one embodiment of the invention
- FIG. 7 is a flowchart of method steps for saving game data, in accordance with one embodiment of the invention.
- FIG. 8 is a flowchart of method steps for saving game data, in accordance with another embodiment of the invention.
- FIG. 1 is a block diagram of one embodiment of an electronic entertainment system 100 in accordance with the invention.
- System 100 includes, but is not limited to, a main memory 110 , a central processing unit (CPU) 112 , vector processing units VU 0 111 and VU 1 113 , a graphics processing unit (GPU) 114 , an input/output processor (IOP) 116 , an IOP memory 118 , a controller interface 120 , a memory card 122 , a universal serial bus (USB) interface 124 and an IEEE 1394 interface 126 .
- CPU central processing unit
- VU 0 111 and VU 1 graphics processing unit
- IOP input/output processor
- IOP input/output processor
- System 100 also includes an operating system read-only memory (OS ROM) 128 , a sound processing unit (SPU) 132 , an optical disc control unit 134 and a hard disc drive (HDD) 136 , which are connected via a bus 146 to IOP 116 .
- OS ROM operating system read-only memory
- SPU sound processing unit
- HDD hard disc drive
- System 100 is preferably an electronic gaming console; however, system 100 may also be implemented as, for example, a general-purpose computer, a set-top box or a hand-held gaming device.
- CPU 112 , VU 0 111 , VU 1 113 , GPU 114 and IOP 116 communicate via a system bus 144 .
- CPU 112 communicates with main memory 110 via a dedicated bus 142 .
- VU 1 113 and GPU 114 may also communicate via a dedicated bus 140 .
- CPU 112 executes programs stored in OS ROM 128 and main memory 110 .
- Main memory 110 may contain pre-stored programs and may also contain programs transferred via IOP 116 from a CD-ROM, DVD-ROM or other optical disc (not shown) using optical disc control unit 134 .
- IOP 116 controls data exchanges between CPU 112 , VU 0 111 , VU 1 113 , GPU 114 and other devices of system 100 such as controller interface 120 .
- GPU 114 executes drawing instructions from CPU 112 and VU 0 111 to produce images for display on a display device (not shown).
- VU 1 113 transforms objects from three-dimensional coordinates to two-dimensional coordinates and sends the two-dimensional coordinates to GPU 114 .
- SPU 132 executes instructions to produce sound signals that are output on an audio device (not shown).
- a user of system 100 provides instructions via controller interface 120 to CPU 112 .
- the user may instruct CPU 112 to store certain game information on memory card 122 or may instruct a character in a game to perform some specified action.
- Other devices may be connected to system 100 via USB interface 124 and IEEE 1394 interface 126 .
- FIG. 2 is a block diagram of one embodiment of main memory 110 of FIG. 1 , according to the invention.
- Main memory 110 includes, but is not limited to, game software 212 , which was loaded into main memory 110 from an optical disc in optical disc control unit 134 .
- Game software 212 includes instructions executable by CPU 112 , VU 0 111 , VU 1 113 and SPU 132 that allow a user of system 100 to play a game.
- game software 212 is a role-playing game (RPG).
- game software 212 may be any other type of game, including but not limited to a combat simulation game, a sports game, a racing game, a flight simulation game and a civilization-building simulation game.
- Game software 212 includes a data save module 220 configured to save game data. In one embodiment, it is contemplated that data save module 220 can be located other than within game software 212 .
- data save module 220 automatically saves the state of a game onto a storage medium, such as removable memory card 122 or the like.
- the state of the game is saved onto a storage medium that is different from the medium that stores game software 212 .
- data save module 220 initiates an “auto-save” when the user has completed certain tasks, such as entering a new area, solving a puzzle, exiting a maze, etc. In another embodiment, data save module 220 initiates an “auto-save” after a predetermined time interval. Data save module 220 can also allow the user to manually save the state of the game at any time. The functionality of data save module 220 is further discussed below in conjunction with FIGS. 3-6 .
- FIG. 3 is a diagram of one embodiment of a game screen 322 on a display device 310 connected to system 100 , according to the invention.
- Game screen 322 shows the user's progress in, for example, an RPG.
- data save module 220 might automatically save the game at certain points of achievement.
- the user controls a knight character who explores a dungeon fighting monsters and discovering new areas of the dungeon in order to rescue a princess held hostage deep within.
- the dungeon has various doors through which the knight cannot pass unless the knight obtains certain keys by defeating monsters of varying strength.
- the user In order for the knight to pass from an Area A 332 to an Area B 334 via a door 330 , the user must first use the knight to defeat an exceptionally powerful monster in Area A 332 . After defeating this monster, the knight can obtain the key needed to open door 330 and enter Area B 334 .
- the user has reached a point of achievement upon entering Area B 334 .
- the user has reached a point of achievement upon obtaining the key.
- the user has reached a point of achievement upon defeating the exceptionally powerful monster. It is contemplated that reaching a point of achievement can include realizing any or all of these three accomplishments, as well as possibly other accomplishments.
- Data save module 220 saves game data at points of achievement, either automatically or upon a manual user command. Consequently, if the power goes out, system 100 is manually shut off, the user's character fails or dies, or the like, the user can resume the game from Area B 334 and does not have to repeat killing the monster in Area A 332 , as well as possible other actions. It is noteworthy that instead of or in addition to data save module 220 automatically saving the game data, the user can also elect to save the game data manually at certain points of achievement or at various other points. The user can autonomously save game data anytime, autonomously but only at certain times, or only when prompted.
- data save module 220 it may be desirable for data save module 220 not to continuously prompt the user to save the state of the game because the user might consider that to be invasive and disruptive.
- Data save module 220 allows the user to not have to repeat certain achievements since at the points of achievement data save module 220 (automatically or manually) saves the game. Therefore, for example, if the user's character dies, the character fails, the power is unexpectedly shut off accidentally, the user shuts off the power intentionally and the user neglected to save the game, or the like, the user is able to resume play at the last point of achievement. In the present example, the user would have to start at the beginning of Area B 334 . It is also contemplated that instead of having to start at the beginning of the last area, the user might start anywhere in the last area. For example, the user might start over in a randomly selected part of Area B 334 .
- the user might feel as though the user has simply expired a life but not lost any significant achievement.
- the user will resume play from the last point of achievement (e.g., Area B 334 ).
- the user can decide to instruct the knight to do different things and/or go to different places in Area B 334 than the user instructed before.
- the user can also instruct the knight to travel to a different area.
- FIG. 4 is a diagram of one embodiment of memory card 122 of FIG. 1 , in accordance with the invention.
- Memory card 122 includes but is not limited to a data area 412 and a data area 414 for storing game data. It is contemplated that memory card 122 can be implemented as any type of non-volatile memory (e.g., a disc, magnetic device or the like).
- data save module 220 saves two copies of game data (data A) onto memory card 122 .
- Data save module 220 saves data A in both data area 412 and data area 414 .
- Data save module 220 saves the two copies of game data, for example, when the user reaches a point of achievement.
- FIG. 5 is a diagram illustrating a new copy of game data (data B) being written over one of the two previous copies of game data (data A) in data area 412 of memory card 122 , in accordance with one embodiment of the invention. This occurs during a next save (auto-save or manual save) when data B (the new data) is written over the copy of data A (the initial or previous data) in data area 412 .
- Data save module 220 then checks data B (the new data) to determine if data B is satisfactory. In one embodiment, data save module 220 checks data B by determining if the entire amount of data A in data area 412 was overwritten. However, any suitable method of checking data B is within the scope of the invention.
- FIG. 6 is a diagram illustrating the new copy of game data (data B) being written over the other of the two previous copies of game data (data A) in data area 414 of memory card 122 , in accordance with one embodiment of the invention. This occurs when the copy of the new data (data B) in data area 412 was checked and found to be satisfactory. At that point, the new data (data B) is written over the other copy of the previous data (data A) in data area 414 so that memory card 122 again contains two copies of the game data.
- the new copy of game data (data B) written over the previous game data (data A) in data area 414 may be from main memory 110 or from data area 412 of memory card 122 .
- the new game data (data B) is found to be unsatisfactory during the check, then the new game data (data B) is not written over the other copy of the previous game data (data A) in data area 414 and the other copy of the previous game data (data A) is maintained.
- the user is not required to start over from the beginning of the game if one auto-save (or manual save) resulted in unsatisfactory data.
- FIG. 7 is a flowchart of method steps for saving game data, in accordance with one embodiment of the invention.
- data save module 220 issues an initial save command.
- One example of data save module 220 issuing a save command is an automatic issuance when the user reaches a point of achievement.
- data save module 220 may issue a save command in response to input from the user.
- Another example of data save module 220 issuing a save command is automatically on a periodic basis.
- step 712 data save module 220 saves data A (game data) in both data area 412 and data area 414 .
- Data save module 220 saves the game data, for example, onto a removable storage medium such as memory card 122 . However, it is contemplated that data save module 220 can save the data in any suitable location.
- step 714 data save module 220 issues a save command either automatically or in response to the manual input of a user. This might happen, for example, when a user reaches a point of achievement.
- step 716 data save module 220 writes data B (the new data) over data A (the previous data) in data area 412 .
- step 718 data save module 220 checks data B (the new data) to determine whether data B is satisfactory (e.g., complete and uncorrupted or the like).
- step 720 data save module 220 makes a determination as to whether or not data B (the new data) is satisfactory. If the new data is satisfactory then the method proceeds to 722 . If the new data is unsatisfactory then the method proceeds to step 724 .
- step 722 if data save module 220 determined in step 720 that data B (the new data) was satisfactory, then data save module 220 writes data B (the new data) over data A in data area 414 and game play can continue.
- step 724 if data save module 220 determined in step 720 that data B (the new data) was unsatisfactory, then data save module 220 writes data A (the previous data) from data area 414 over data B (the new data) in data area 412 . Another save can be attempted at this point. Alternatively, upon shutdown of system 100 the user can resume play at the last point of achievement using data A.
- FIG. 8 is a flowchart of method steps for saving game data, in accordance with another embodiment of the invention. Steps 710 through 722 of FIG. 8 are the same as steps 710 through 722 of FIG. 7 .
- step 810 data save module 220 determined that data B (the new data) was unsatisfactory.
- step 810 data save module 220 issues a save command either automatically or in response to the manual input of a user.
- step 812 data save module 220 writes data C (the most current game data) over the copy of game data that was found to be unsatisfactory in step 720 .
- data save module 220 thus writes data C (the most current game data) over data B in data area 412 .
- Data save module 220 then checks data C to determine if data C is satisfactory.
- system and methodology have been described for improving the manner in which game data is saved. It is contemplated that the system and method of the invention are not limited to game data, but can be used in conjunction with any suitable type of data.
- Non-volatile media include, for example, optical or magnetic disks, such as a fixed disk.
- Volatile media include dynamic memory, such as system RAM.
- Transmission media include coaxial cables, copper wire and fiber optics, among others, including the wires that comprise one embodiment of a bus. Transmission media can also take the form of acoustic or light waves, such as those generated during radio frequency (RF) and infrared (IR) data communications.
- RF radio frequency
- IR infrared
- Computer-readable media include, for example, a floppy disk, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROM disk, digital video disk (DVD), any other optical medium, punch cards, paper tape, any other physical medium with patterns of marks or holes, a RAM, a PROM, an EPROM, a FLASHEPROM, any other memory chip or cartridge, a carrier wave, or any other medium from which a computer can read.
- a bus carries the data to system RAM, from which a CPU retrieves and executes the instructions.
- the instructions received by system RAM can optionally be stored on a fixed disk either before or after execution by a CPU.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Information Retrieval, Db Structures And Fs Structures Therefor (AREA)
Abstract
Description
- This application is a continuation and claims the priority benefit of U.S. patent application Ser. No. 10/979,588 filed Nov. 1, 2004 and entitled “Systems and Methods for Saving Data,” which is now U.S. Pat. No. 7,363,443; U.S. patent application Ser. No. 10/979,588 is a continuation and claims priority benefit of U.S. patent application Ser. No. 10/268,250 filed on Oct. 9, 2002 and entitled “System and Method for Saving Game Data,” which is now U.S. Pat. No. 6,811,490; U.S. patent application Ser. No. 10/268,250 claims priority benefit of U.S. provisional patent application No. 60/328,471 filed on Oct. 10, 2001 and entitled “System and Method for Automatically Saving Game Data.” The disclosure of each of the above-referenced patent applications is incorporated herein by reference.
- 1. Field of the Invention
- The invention relates generally to electronic entertainment systems, and more particularly to a system and method for saving game data.
- 2. Background of the Invention
- In electronic entertainment systems such as gaming systems, a user often interacts with a game program, or electronic game, that is quite complex. Many electronic games require large amounts of time to complete. Often a user does not complete such a game in one sitting, but rather completes the game over several different gaming sessions. In some instances, it may take a user weeks or even months to complete a game.
- In order for a user to complete a game over a long period of time, the state of the game should be saved before the end of each gaming session. Instruction manuals often advise users to save the state of the game at various points during game play. In other games, graphical prompts advise users to save the state of the game at various points during play. In some games, a user must manually save the state of the game, and may be prompted to do so at various intervals in the game. These interruptions can be disruptive to a user. Further, a user may forget to save a gaming session at times, thus resulting in the loss of valuable game data.
- Moreover, when game or other data is saved the process does not always work perfectly. The game data that is saved might be incomplete, corrupted or the like. This problem might occur, for example, if someone removes a memory card on which the game data is to be saved during the saving process. This problem might occur under other circumstances as well.
- The invention provides in various embodiments a system and method for automatically (or manually) saving game data.
- A method according to one embodiment of the invention comprises saving two copies of data representing a state of the game to a storage medium, saving a new copy of data representing a state of the game to the storage medium such that one of the two copies is overwritten, checking the new copy of data to determine whether the new copy of data is satisfactory, saving, if the new copy of data is satisfactory, another new copy of data to the storage medium such that the other of the two copies is overwritten, and maintaining, if the new copy of the data is unsatisfactory, the other of the two copies of data on the storage medium.
- A system according to one embodiment of the invention comprises a first module configured to save two copies of data representing a state of the game to a storage medium, a second module configured to save a new copy of data representing a state of the game to the storage medium such that one of the two copies is overwritten, a third module configured to check the new copy of data to determine whether the new copy of data is satisfactory, a fourth module configured to save, if the new copy of data is satisfactory, another new copy of data to the storage medium such that the other of the two copies is overwritten, and a fifth module configured to maintain, if the new copy of the data is unsatisfactory, the other of the two copies of data on the storage medium.
-
FIG. 1 is a diagram of one embodiment of an electronic entertainment system, in accordance with the invention; -
FIG. 2 is a diagram of one embodiment of the main memory ofFIG. 1 , in accordance with the invention; -
FIG. 3 is a diagram of one embodiment of a game screen on a display device, in accordance with the invention; -
FIG. 4 is a diagram of one embodiment of the memory card ofFIG. 1 , in accordance with the invention; -
FIG. 5 is a diagram illustrating a new copy of game data being written over one of the two previous copies of game data in the memory card ofFIG. 4 , in accordance with one embodiment of the invention; -
FIG. 6 is a diagram illustrating the new copy of game data being written over the other of the two previous copies of game data in the memory card ofFIG. 4 , in accordance with one embodiment of the invention; -
FIG. 7 is a flowchart of method steps for saving game data, in accordance with one embodiment of the invention; and -
FIG. 8 is a flowchart of method steps for saving game data, in accordance with another embodiment of the invention. - Electronic entertainment systems are widely used in today's world. As mentioned herein, in some games a user manually saves the state of the game and may be prompted to do so at various intervals in the game. These interruptions can be very disruptive to a user. Further, a user might neglect to save a gaming session at times, thus resulting in the loss of valuable game data. Accordingly, there is a need for a system that automatically saves game data. The system and methodology described herein solves problems associated with losing game data and disruption of a user. Accordingly, a user can expect his or her system to automatically save critical game data at key points within a game.
- Further, when game or other data is saved the process does not always work perfectly. The game data that is saved might be incomplete, corrupted or the like. This problem might occur, for example, if someone removes a memory card on which the game data is to be saved during the saving process. This problem might occur under other circumstances as well. The system and methodology described herein also solves these types of problems.
-
FIG. 1 is a block diagram of one embodiment of anelectronic entertainment system 100 in accordance with the invention.System 100 includes, but is not limited to, amain memory 110, a central processing unit (CPU) 112, vector processing units VU0 111 and VU1 113, a graphics processing unit (GPU) 114, an input/output processor (IOP) 116, anIOP memory 118, acontroller interface 120, amemory card 122, a universal serial bus (USB)interface 124 and an IEEE 1394interface 126.System 100 also includes an operating system read-only memory (OS ROM) 128, a sound processing unit (SPU) 132, an opticaldisc control unit 134 and a hard disc drive (HDD) 136, which are connected via abus 146 to IOP 116.System 100 is preferably an electronic gaming console; however,system 100 may also be implemented as, for example, a general-purpose computer, a set-top box or a hand-held gaming device. -
CPU 112, VU0 111, VU1 113,GPU 114 and IOP 116 communicate via asystem bus 144.CPU 112 communicates withmain memory 110 via adedicated bus 142. VU1 113 and GPU 114 may also communicate via adedicated bus 140.CPU 112 executes programs stored inOS ROM 128 andmain memory 110.Main memory 110 may contain pre-stored programs and may also contain programs transferred viaIOP 116 from a CD-ROM, DVD-ROM or other optical disc (not shown) using opticaldisc control unit 134.IOP 116 controls data exchanges betweenCPU 112,VU0 111,VU1 113,GPU 114 and other devices ofsystem 100 such ascontroller interface 120. -
GPU 114 executes drawing instructions fromCPU 112 andVU0 111 to produce images for display on a display device (not shown).VU1 113 transforms objects from three-dimensional coordinates to two-dimensional coordinates and sends the two-dimensional coordinates toGPU 114.SPU 132 executes instructions to produce sound signals that are output on an audio device (not shown). - A user of
system 100 provides instructions viacontroller interface 120 toCPU 112. For example, the user may instructCPU 112 to store certain game information onmemory card 122 or may instruct a character in a game to perform some specified action. Other devices may be connected tosystem 100 viaUSB interface 124 andIEEE 1394interface 126. -
FIG. 2 is a block diagram of one embodiment ofmain memory 110 ofFIG. 1 , according to the invention.Main memory 110 includes, but is not limited to,game software 212, which was loaded intomain memory 110 from an optical disc in opticaldisc control unit 134.Game software 212 includes instructions executable byCPU 112,VU0 111,VU1 113 andSPU 132 that allow a user ofsystem 100 to play a game. In theFIG. 2 embodiment,game software 212 is a role-playing game (RPG). In other embodiments,game software 212 may be any other type of game, including but not limited to a combat simulation game, a sports game, a racing game, a flight simulation game and a civilization-building simulation game.Game software 212 includes a data savemodule 220 configured to save game data. In one embodiment, it is contemplated that data savemodule 220 can be located other than withingame software 212. - In one embodiment according to the invention, data save
module 220 automatically saves the state of a game onto a storage medium, such asremovable memory card 122 or the like. In another embodiment, the state of the game is saved onto a storage medium that is different from the medium that storesgame software 212. - In one embodiment according to the invention, data save
module 220 initiates an “auto-save” when the user has completed certain tasks, such as entering a new area, solving a puzzle, exiting a maze, etc. In another embodiment, data savemodule 220 initiates an “auto-save” after a predetermined time interval. Data savemodule 220 can also allow the user to manually save the state of the game at any time. The functionality of data savemodule 220 is further discussed below in conjunction withFIGS. 3-6 . -
FIG. 3 is a diagram of one embodiment of agame screen 322 on adisplay device 310 connected tosystem 100, according to the invention.Game screen 322 shows the user's progress in, for example, an RPG. - In the case of an RPG, for example, data save
module 220 might automatically save the game at certain points of achievement. For example, the user controls a knight character who explores a dungeon fighting monsters and discovering new areas of the dungeon in order to rescue a princess held hostage deep within. The dungeon has various doors through which the knight cannot pass unless the knight obtains certain keys by defeating monsters of varying strength. In order for the knight to pass from anArea A 332 to anArea B 334 via adoor 330, the user must first use the knight to defeat an exceptionally powerful monster inArea A 332. After defeating this monster, the knight can obtain the key needed to opendoor 330 and enterArea B 334. In one embodiment, the user has reached a point of achievement upon enteringArea B 334. In another embodiment, the user has reached a point of achievement upon obtaining the key. In yet another embodiment, the user has reached a point of achievement upon defeating the exceptionally powerful monster. It is contemplated that reaching a point of achievement can include realizing any or all of these three accomplishments, as well as possibly other accomplishments. - Data save
module 220 saves game data at points of achievement, either automatically or upon a manual user command. Consequently, if the power goes out,system 100 is manually shut off, the user's character fails or dies, or the like, the user can resume the game fromArea B 334 and does not have to repeat killing the monster inArea A 332, as well as possible other actions. It is noteworthy that instead of or in addition to data savemodule 220 automatically saving the game data, the user can also elect to save the game data manually at certain points of achievement or at various other points. The user can autonomously save game data anytime, autonomously but only at certain times, or only when prompted. - In one embodiment, it may be desirable for data save
module 220 not to continuously prompt the user to save the state of the game because the user might consider that to be invasive and disruptive. Data savemodule 220 allows the user to not have to repeat certain achievements since at the points of achievement data save module 220 (automatically or manually) saves the game. Therefore, for example, if the user's character dies, the character fails, the power is unexpectedly shut off accidentally, the user shuts off the power intentionally and the user neglected to save the game, or the like, the user is able to resume play at the last point of achievement. In the present example, the user would have to start at the beginning ofArea B 334. It is also contemplated that instead of having to start at the beginning of the last area, the user might start anywhere in the last area. For example, the user might start over in a randomly selected part ofArea B 334. - Consequently, if the user is in a situation where the knight dies, the user might feel as though the user has simply expired a life but not lost any significant achievement. When the user loads the saved game the user will resume play from the last point of achievement (e.g., Area B 334). After resuming play, the user can decide to instruct the knight to do different things and/or go to different places in
Area B 334 than the user instructed before. The user can also instruct the knight to travel to a different area. - In one embodiment, when the user resumes play some or all of the knight's possessions, attributes or the like are saved intact as part of the last point of achievement. In an alternate embodiment, the knight's possessions, attributes, etc., are not saved intact as part of the last point of achievement.
- In keeping with aspects of the invention, when attempting to save to a storage medium such as
memory card 122 there is a chance that something will happen that causes the saved data to be unsatisfactory (e.g., to be incomplete or corrupted). The data may not be saved at all for some reason, and might therefore also be considered to be unsatisfactory. For example, the user (or someone else) removes the storage medium during the saving process or there is a power surge during the saving process. -
FIG. 4 is a diagram of one embodiment ofmemory card 122 ofFIG. 1 , in accordance with the invention.Memory card 122 includes but is not limited to adata area 412 and adata area 414 for storing game data. It is contemplated thatmemory card 122 can be implemented as any type of non-volatile memory (e.g., a disc, magnetic device or the like). - As shown in
FIG. 4 , one embodiment of data savemodule 220 saves two copies of game data (data A) ontomemory card 122. Data savemodule 220 saves data A in bothdata area 412 anddata area 414. Data savemodule 220 saves the two copies of game data, for example, when the user reaches a point of achievement. -
FIG. 5 is a diagram illustrating a new copy of game data (data B) being written over one of the two previous copies of game data (data A) indata area 412 ofmemory card 122, in accordance with one embodiment of the invention. This occurs during a next save (auto-save or manual save) when data B (the new data) is written over the copy of data A (the initial or previous data) indata area 412. Data savemodule 220 then checks data B (the new data) to determine if data B is satisfactory. In one embodiment, data savemodule 220 checks data B by determining if the entire amount of data A indata area 412 was overwritten. However, any suitable method of checking data B is within the scope of the invention. -
FIG. 6 is a diagram illustrating the new copy of game data (data B) being written over the other of the two previous copies of game data (data A) indata area 414 ofmemory card 122, in accordance with one embodiment of the invention. This occurs when the copy of the new data (data B) indata area 412 was checked and found to be satisfactory. At that point, the new data (data B) is written over the other copy of the previous data (data A) indata area 414 so thatmemory card 122 again contains two copies of the game data. The new copy of game data (data B) written over the previous game data (data A) indata area 414 may be frommain memory 110 or fromdata area 412 ofmemory card 122. - However, if the new game data (data B) is found to be unsatisfactory during the check, then the new game data (data B) is not written over the other copy of the previous game data (data A) in
data area 414 and the other copy of the previous game data (data A) is maintained. Thus, the user is not required to start over from the beginning of the game if one auto-save (or manual save) resulted in unsatisfactory data. -
FIG. 7 is a flowchart of method steps for saving game data, in accordance with one embodiment of the invention. Instep 710, data savemodule 220 issues an initial save command. One example of data savemodule 220 issuing a save command is an automatic issuance when the user reaches a point of achievement. Alternatively, data savemodule 220 may issue a save command in response to input from the user. Another example of data savemodule 220 issuing a save command is automatically on a periodic basis. - In
step 712, data savemodule 220 saves data A (game data) in bothdata area 412 anddata area 414. Data savemodule 220 saves the game data, for example, onto a removable storage medium such asmemory card 122. However, it is contemplated that data savemodule 220 can save the data in any suitable location. - In
step 714, data savemodule 220 issues a save command either automatically or in response to the manual input of a user. This might happen, for example, when a user reaches a point of achievement. Instep 716, data savemodule 220 writes data B (the new data) over data A (the previous data) indata area 412. - In
step 718, data savemodule 220 checks data B (the new data) to determine whether data B is satisfactory (e.g., complete and uncorrupted or the like). Instep 720, data savemodule 220 makes a determination as to whether or not data B (the new data) is satisfactory. If the new data is satisfactory then the method proceeds to 722. If the new data is unsatisfactory then the method proceeds to step 724. - In
step 722, if data savemodule 220 determined instep 720 that data B (the new data) was satisfactory, then data savemodule 220 writes data B (the new data) over data A indata area 414 and game play can continue. - In step 724, if data save
module 220 determined instep 720 that data B (the new data) was unsatisfactory, then data savemodule 220 writes data A (the previous data) fromdata area 414 over data B (the new data) indata area 412. Another save can be attempted at this point. Alternatively, upon shutdown ofsystem 100 the user can resume play at the last point of achievement using data A. -
FIG. 8 is a flowchart of method steps for saving game data, in accordance with another embodiment of the invention.Steps 710 through 722 ofFIG. 8 are the same assteps 710 through 722 ofFIG. 7 . - However, in the embodiment of
FIG. 8 , the method proceeds to step 810 if instep 720 data savemodule 220 determined that data B (the new data) was unsatisfactory. Instep 810, data savemodule 220 issues a save command either automatically or in response to the manual input of a user. Instep 812, data savemodule 220 writes data C (the most current game data) over the copy of game data that was found to be unsatisfactory instep 720. In this example, data savemodule 220 thus writes data C (the most current game data) over data B indata area 412. Data savemodule 220 then checks data C to determine if data C is satisfactory. - Thus, a system and methodology have been described for improving the manner in which game data is saved. It is contemplated that the system and method of the invention are not limited to game data, but can be used in conjunction with any suitable type of data.
- It is noteworthy that any hardware platform suitable for performing the processing described herein is suitable for use with the invention. The terms “computer-readable medium” and “computer-readable media” as used herein refer to any medium or media that participate in providing instructions to a CPU for execution. Such media can take many forms, including, but not limited to, non-volatile media, volatile media and transmission media. Non-volatile media include, for example, optical or magnetic disks, such as a fixed disk. Volatile media include dynamic memory, such as system RAM. Transmission media include coaxial cables, copper wire and fiber optics, among others, including the wires that comprise one embodiment of a bus. Transmission media can also take the form of acoustic or light waves, such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media include, for example, a floppy disk, a flexible disk, a hard disk, magnetic tape, any other magnetic medium, a CD-ROM disk, digital video disk (DVD), any other optical medium, punch cards, paper tape, any other physical medium with patterns of marks or holes, a RAM, a PROM, an EPROM, a FLASHEPROM, any other memory chip or cartridge, a carrier wave, or any other medium from which a computer can read.
- Various forms of computer-readable media may be involved in carrying one or more sequences of one or more instructions to a CPU for execution. A bus carries the data to system RAM, from which a CPU retrieves and executes the instructions. The instructions received by system RAM can optionally be stored on a fixed disk either before or after execution by a CPU.
- The above description is illustrative and not restrictive. Many variations of the invention will become apparent to those of skill in the art upon review of this disclosure. The scope of the invention should, therefore, be determined not with reference to the above description, but instead should be determined with reference to the appended claims along with their full scope of equivalents.
Claims (28)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US12/106,862 US20080261702A1 (en) | 2001-10-10 | 2008-04-21 | Saving Data |
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US32847101P | 2001-10-10 | 2001-10-10 | |
US10/268,250 US6811490B2 (en) | 2001-10-10 | 2002-10-09 | System and method for saving game data |
US10/979,588 US7363443B2 (en) | 2001-10-10 | 2004-11-01 | Systems and methods for saving data |
US12/106,862 US20080261702A1 (en) | 2001-10-10 | 2008-04-21 | Saving Data |
Related Parent Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US10/979,588 Continuation US7363443B2 (en) | 2001-10-10 | 2004-11-01 | Systems and methods for saving data |
Publications (1)
Publication Number | Publication Date |
---|---|
US20080261702A1 true US20080261702A1 (en) | 2008-10-23 |
Family
ID=23281124
Family Applications (3)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US10/268,250 Expired - Lifetime US6811490B2 (en) | 2001-10-10 | 2002-10-09 | System and method for saving game data |
US10/979,588 Expired - Lifetime US7363443B2 (en) | 2001-10-10 | 2004-11-01 | Systems and methods for saving data |
US12/106,862 Abandoned US20080261702A1 (en) | 2001-10-10 | 2008-04-21 | Saving Data |
Family Applications Before (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US10/268,250 Expired - Lifetime US6811490B2 (en) | 2001-10-10 | 2002-10-09 | System and method for saving game data |
US10/979,588 Expired - Lifetime US7363443B2 (en) | 2001-10-10 | 2004-11-01 | Systems and methods for saving data |
Country Status (5)
Country | Link |
---|---|
US (3) | US6811490B2 (en) |
EP (1) | EP1444022A4 (en) |
JP (1) | JP2005505358A (en) |
KR (1) | KR100562435B1 (en) |
WO (1) | WO2003031004A1 (en) |
Cited By (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20080113812A1 (en) * | 2005-03-17 | 2008-05-15 | Nhn Corporation | Game Scrap System, Game Scrap Method, and Computer Readable Recording Medium Recording Program for Implementing the Method |
US20090100353A1 (en) * | 2007-10-16 | 2009-04-16 | Ryan Kirk Cradick | Breakpoint identification and presentation in virtual worlds |
US20120295703A1 (en) * | 2011-05-17 | 2012-11-22 | Paul Reiche | Video game with concurrent processing of game-related physical objects |
US20130159654A1 (en) * | 2011-12-14 | 2013-06-20 | Sony Computer Entertainment Inc. | Electronic Device and Save Data Recording Method |
US8996409B2 (en) | 2007-06-06 | 2015-03-31 | Sony Computer Entertainment Inc. | Management of online trading services using mediated communications |
US9105178B2 (en) | 2012-12-03 | 2015-08-11 | Sony Computer Entertainment Inc. | Remote dynamic configuration of telemetry reporting through regular expressions |
Families Citing this family (41)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US7931533B2 (en) | 2001-09-28 | 2011-04-26 | Igt | Game development architecture that decouples the game logic from the graphics logics |
US6902481B2 (en) | 2001-09-28 | 2005-06-07 | Igt | Decoupling of the graphical presentation of a game from the presentation logic |
US8708828B2 (en) | 2001-09-28 | 2014-04-29 | Igt | Pluggable modular gaming modifiers and configuration templates for gaming environments |
US6811490B2 (en) * | 2001-10-10 | 2004-11-02 | Sony Computer Entertainment America Inc. | System and method for saving game data |
JP3862649B2 (en) * | 2002-11-29 | 2006-12-27 | 任天堂株式会社 | GAME DEVICE, GAME PROGRAM, BACKUP WRITE CONTROL METHOD, AND GAME INFORMATION RECORDING MEDIUM |
US20040267384A1 (en) * | 2003-02-07 | 2004-12-30 | Broadon Communications, Inc. | Integrated console and controller |
US8131649B2 (en) * | 2003-02-07 | 2012-03-06 | Igware, Inc. | Static-or-dynamic and limited-or-unlimited content rights |
US7322042B2 (en) * | 2003-02-07 | 2008-01-22 | Broadon Communications Corp. | Secure and backward-compatible processor and secure software execution thereon |
US7779482B1 (en) | 2003-02-07 | 2010-08-17 | iGware Inc | Delivery of license information using a short messaging system protocol in a closed content distribution system |
US20100017627A1 (en) * | 2003-02-07 | 2010-01-21 | Broadon Communications Corp. | Ensuring authenticity in a closed content distribution system |
US20080293498A1 (en) * | 2004-04-23 | 2008-11-27 | Matsushita Electric Industrial Co., Ltd. | Game Machine, Game Program and Recording Medium |
US7887419B2 (en) | 2004-12-07 | 2011-02-15 | Microsoft Corporation | Game achievements system |
US20060148571A1 (en) * | 2005-01-04 | 2006-07-06 | Electronic Arts Inc. | Computer game with game saving including history data to allow for play reacquaintance upon restart of game |
US20060205513A1 (en) * | 2005-03-09 | 2006-09-14 | Igt | MRAM as nonvolatile safe storage for power hit and ESD tolerance in gaming machines |
US7736234B2 (en) * | 2005-03-09 | 2010-06-15 | Igt | MRAM as critical event storage for powered down gaming machines |
US8886706B1 (en) | 2005-03-31 | 2014-11-11 | Google Inc. | Server-based backup system for user data |
US8694589B2 (en) | 2005-03-31 | 2014-04-08 | Google Inc. | Methods and systems for saving draft electronic communications |
US8083586B2 (en) * | 2005-06-22 | 2011-12-27 | Nokia Corporation | System and method for providing interoperability of independently-operable electronic games |
JP4591696B2 (en) * | 2005-07-22 | 2010-12-01 | ヤマハ株式会社 | Digital mixer and program |
JP2007135791A (en) * | 2005-11-16 | 2007-06-07 | Nintendo Co Ltd | Game system, game program and game apparatus |
US20070255659A1 (en) * | 2006-05-01 | 2007-11-01 | Wei Yen | System and method for DRM translation |
JP2009535735A (en) | 2006-05-02 | 2009-10-01 | ブロードオン コミュニケーションズ コーポレーション | Content management system and method |
US20080039166A1 (en) * | 2006-08-03 | 2008-02-14 | Seven Lights, Llc | Systems and methods for multi-character online gaming |
US20080039169A1 (en) * | 2006-08-03 | 2008-02-14 | Seven Lights, Llc | Systems and methods for character development in online gaming |
US20080039165A1 (en) * | 2006-08-03 | 2008-02-14 | Seven Lights, Llc | Systems and methods for a scouting report in online gaming |
US7624276B2 (en) * | 2006-10-16 | 2009-11-24 | Broadon Communications Corp. | Secure device authentication system and method |
US7613915B2 (en) | 2006-11-09 | 2009-11-03 | BroadOn Communications Corp | Method for programming on-chip non-volatile memory in a secure processor, and a device so programmed |
JP5268246B2 (en) * | 2006-11-17 | 2013-08-21 | 任天堂株式会社 | Game system |
US8200961B2 (en) * | 2006-11-19 | 2012-06-12 | Igware, Inc. | Securing a flash memory block in a secure device system and method |
US10272333B2 (en) * | 2007-04-18 | 2019-04-30 | Sony Interactive Entertainment Inc. | Game system |
US9005033B2 (en) * | 2008-04-11 | 2015-04-14 | Sony Corporation Entertainment America LLC | Game movie maker |
US8290604B2 (en) * | 2008-08-19 | 2012-10-16 | Sony Computer Entertainment America Llc | Audience-condition based media selection |
US8447421B2 (en) * | 2008-08-19 | 2013-05-21 | Sony Computer Entertainment Inc. | Traffic-based media selection |
US10912991B2 (en) * | 2009-12-09 | 2021-02-09 | Sony Interactive Entertainment LLC | Portable game controller settings |
JP5386456B2 (en) * | 2010-09-16 | 2014-01-15 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, INFORMATION PROCESSING DEVICE, GAME CONTROL METHOD, INFORMATION PROCESSING METHOD, AND PROGRAM |
US8504487B2 (en) | 2010-09-21 | 2013-08-06 | Sony Computer Entertainment America Llc | Evolution of a user interface based on learned idiosyncrasies and collected data of a user |
US8484219B2 (en) | 2010-09-21 | 2013-07-09 | Sony Computer Entertainment America Llc | Developing a knowledge base associated with a user that facilitates evolution of an intelligent user interface |
JP5404677B2 (en) * | 2011-03-08 | 2014-02-05 | 株式会社ソニー・コンピュータエンタテインメント | Data access management method and data access management system |
US8627097B2 (en) | 2012-03-27 | 2014-01-07 | Igt | System and method enabling parallel processing of hash functions using authentication checkpoint hashes |
WO2015145834A1 (en) | 2014-03-24 | 2015-10-01 | 株式会社スクウェア・エニックス | Interactive system, terminal device, server device, control method, program, and recording medium |
US10601655B2 (en) | 2015-12-04 | 2020-03-24 | Skyworks Solutions, Inc. | Dynamic multiplexer configuration process |
Citations (19)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3409877A (en) * | 1964-11-27 | 1968-11-05 | Bell Telephone Labor Inc | Automatic maintenance arrangement for data processing systems |
US3436734A (en) * | 1966-06-21 | 1969-04-01 | Ibm | Error correcting and repairable data processing storage system |
US3517174A (en) * | 1965-11-16 | 1970-06-23 | Ericsson Telefon Ab L M | Method of localizing a fault in a system including at least two parallelly working computers |
US3517171A (en) * | 1967-10-30 | 1970-06-23 | Nasa | Self-testing and repairing computer |
US3623014A (en) * | 1969-08-25 | 1971-11-23 | Control Data Corp | Computer communications system |
US3668644A (en) * | 1970-02-09 | 1972-06-06 | Burroughs Corp | Failsafe memory system |
US4485457A (en) * | 1983-05-31 | 1984-11-27 | Cbs Inc. | Memory system including RAM and page switchable ROM |
US4587640A (en) * | 1982-11-12 | 1986-05-06 | Tokyo Shibaura Denki Kabushiki Kaisha | Cassette type semiconductor memory device |
US4752068A (en) * | 1985-11-07 | 1988-06-21 | Namco Ltd. | Video game machine for business use |
US4858930A (en) * | 1988-06-07 | 1989-08-22 | Namco, Ltd. | Game system |
US5014982A (en) * | 1987-08-26 | 1991-05-14 | Nintendo Company Limited | Memory cartridge and game apparatus using the same |
US5128863A (en) * | 1989-05-15 | 1992-07-07 | Namco Ltd. | Clamping circuit for CMOS-input-type IC and power switching circuit |
US5273294A (en) * | 1991-02-04 | 1993-12-28 | Tengen Ltd. | Game memory |
US5291600A (en) * | 1991-10-23 | 1994-03-01 | At&T Bell Laboratories | Recovery of in-core disk data |
US5477492A (en) * | 1993-03-24 | 1995-12-19 | Mitsubishi Denki Kabushiki Kaisha | Memory device to detect and compensate for defective memory cells |
US5829047A (en) * | 1996-08-29 | 1998-10-27 | Lucent Technologies Inc. | Backup memory for reliable operation |
US5971856A (en) * | 1995-12-25 | 1999-10-26 | Hudson Soft Co., Ltd. | Method for backing up state of progress in television game |
US20020142845A1 (en) * | 2001-03-09 | 2002-10-03 | Randall Whitten Jon Marcus | Method and apparatus for displaying information regarding stored data in a gaming system |
US6811490B2 (en) * | 2001-10-10 | 2004-11-02 | Sony Computer Entertainment America Inc. | System and method for saving game data |
Family Cites Families (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US142845A (en) * | 1873-09-16 | Improvement in glass-blowing machines | ||
US5201044A (en) * | 1990-04-16 | 1993-04-06 | International Business Machines Corporation | Data processing method for file status recovery includes providing a log file of atomic transactions that may span both volatile and non volatile memory |
JP2591692B2 (en) | 1991-02-04 | 1997-03-19 | 株式会社テンゲン | Game equipment |
JPH06180674A (en) | 1992-12-14 | 1994-06-28 | Sony Corp | Data storage device |
-
2002
- 2002-10-09 US US10/268,250 patent/US6811490B2/en not_active Expired - Lifetime
- 2002-10-09 JP JP2003534032A patent/JP2005505358A/en active Pending
- 2002-10-09 EP EP02769044A patent/EP1444022A4/en not_active Ceased
- 2002-10-09 WO PCT/US2002/032439 patent/WO2003031004A1/en active Application Filing
- 2002-10-09 KR KR1020047005102A patent/KR100562435B1/en active IP Right Grant
-
2004
- 2004-11-01 US US10/979,588 patent/US7363443B2/en not_active Expired - Lifetime
-
2008
- 2008-04-21 US US12/106,862 patent/US20080261702A1/en not_active Abandoned
Patent Citations (20)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US3409877A (en) * | 1964-11-27 | 1968-11-05 | Bell Telephone Labor Inc | Automatic maintenance arrangement for data processing systems |
US3517174A (en) * | 1965-11-16 | 1970-06-23 | Ericsson Telefon Ab L M | Method of localizing a fault in a system including at least two parallelly working computers |
US3436734A (en) * | 1966-06-21 | 1969-04-01 | Ibm | Error correcting and repairable data processing storage system |
US3517171A (en) * | 1967-10-30 | 1970-06-23 | Nasa | Self-testing and repairing computer |
US3623014A (en) * | 1969-08-25 | 1971-11-23 | Control Data Corp | Computer communications system |
US3668644A (en) * | 1970-02-09 | 1972-06-06 | Burroughs Corp | Failsafe memory system |
US4587640A (en) * | 1982-11-12 | 1986-05-06 | Tokyo Shibaura Denki Kabushiki Kaisha | Cassette type semiconductor memory device |
US4485457A (en) * | 1983-05-31 | 1984-11-27 | Cbs Inc. | Memory system including RAM and page switchable ROM |
US4752068A (en) * | 1985-11-07 | 1988-06-21 | Namco Ltd. | Video game machine for business use |
US5014982A (en) * | 1987-08-26 | 1991-05-14 | Nintendo Company Limited | Memory cartridge and game apparatus using the same |
US4858930A (en) * | 1988-06-07 | 1989-08-22 | Namco, Ltd. | Game system |
US5128863A (en) * | 1989-05-15 | 1992-07-07 | Namco Ltd. | Clamping circuit for CMOS-input-type IC and power switching circuit |
US5273294A (en) * | 1991-02-04 | 1993-12-28 | Tengen Ltd. | Game memory |
US5291600A (en) * | 1991-10-23 | 1994-03-01 | At&T Bell Laboratories | Recovery of in-core disk data |
US5477492A (en) * | 1993-03-24 | 1995-12-19 | Mitsubishi Denki Kabushiki Kaisha | Memory device to detect and compensate for defective memory cells |
US5971856A (en) * | 1995-12-25 | 1999-10-26 | Hudson Soft Co., Ltd. | Method for backing up state of progress in television game |
US5829047A (en) * | 1996-08-29 | 1998-10-27 | Lucent Technologies Inc. | Backup memory for reliable operation |
US20020142845A1 (en) * | 2001-03-09 | 2002-10-03 | Randall Whitten Jon Marcus | Method and apparatus for displaying information regarding stored data in a gaming system |
US6811490B2 (en) * | 2001-10-10 | 2004-11-02 | Sony Computer Entertainment America Inc. | System and method for saving game data |
US7363443B2 (en) * | 2001-10-10 | 2008-04-22 | Sony Computer Entertainment America Inc. | Systems and methods for saving data |
Cited By (12)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20080113812A1 (en) * | 2005-03-17 | 2008-05-15 | Nhn Corporation | Game Scrap System, Game Scrap Method, and Computer Readable Recording Medium Recording Program for Implementing the Method |
US9242173B2 (en) * | 2005-03-17 | 2016-01-26 | Nhn Entertainment Corporation | Game scrapbook system, game scrapbook method, and computer readable recording medium recording program for implementing the method |
US10773166B2 (en) | 2005-03-17 | 2020-09-15 | Nhn Entertainment Corporation | Game scrapbook system, game scrapbook method, and computer readable recording medium recording program for implementing the method |
US8996409B2 (en) | 2007-06-06 | 2015-03-31 | Sony Computer Entertainment Inc. | Management of online trading services using mediated communications |
US20090100353A1 (en) * | 2007-10-16 | 2009-04-16 | Ryan Kirk Cradick | Breakpoint identification and presentation in virtual worlds |
US8261199B2 (en) * | 2007-10-16 | 2012-09-04 | International Business Machines Corporation | Breakpoint identification and presentation in virtual worlds |
US20120295703A1 (en) * | 2011-05-17 | 2012-11-22 | Paul Reiche | Video game with concurrent processing of game-related physical objects |
US10315119B2 (en) * | 2011-05-17 | 2019-06-11 | Activision Publishing, Inc. | Video game with concurrent processing of game-related physical objects |
US20130159654A1 (en) * | 2011-12-14 | 2013-06-20 | Sony Computer Entertainment Inc. | Electronic Device and Save Data Recording Method |
US9003147B2 (en) * | 2011-12-14 | 2015-04-07 | Sony Corporation | Electronic device and save data recording method |
US9105178B2 (en) | 2012-12-03 | 2015-08-11 | Sony Computer Entertainment Inc. | Remote dynamic configuration of telemetry reporting through regular expressions |
US9613147B2 (en) | 2012-12-03 | 2017-04-04 | Sony Interactive Entertainment Inc. | Collection of telemetry data by a telemetry library within a client device |
Also Published As
Publication number | Publication date |
---|---|
KR20050034586A (en) | 2005-04-14 |
US6811490B2 (en) | 2004-11-02 |
US20050090315A1 (en) | 2005-04-28 |
KR100562435B1 (en) | 2006-03-20 |
EP1444022A1 (en) | 2004-08-11 |
JP2005505358A (en) | 2005-02-24 |
EP1444022A4 (en) | 2005-02-02 |
WO2003031004A1 (en) | 2003-04-17 |
US7363443B2 (en) | 2008-04-22 |
US20030114227A1 (en) | 2003-06-19 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US7363443B2 (en) | Systems and methods for saving data | |
US9446316B2 (en) | Interactive video game system comprising toys with rewritable memories | |
US20020142834A1 (en) | Game screen switching method performed in game machine and network game system, and program for executing the method | |
US9731208B2 (en) | Methods of playing video games | |
US7530895B2 (en) | Method for advancing network game by group competition | |
US11712630B2 (en) | Dynamic interfaces for launching direct gameplay | |
US6764401B1 (en) | Game system and program | |
US20030207712A1 (en) | Sanity system for video game | |
JP2002292135A (en) | Video game device and its control method, and program of video game, and computer readable recording medium wherein the program is recorded | |
US6676524B1 (en) | Game enhancements via wireless piconet | |
US6860807B2 (en) | Video game with distinctive attributes for enemy characters, predetermined characters, and candidate characters | |
JP2002369968A (en) | Game system and program for game | |
JP2005515863A (en) | Automation of game-specific standard tasks for computer and console video games | |
JP2003024636A (en) | Computer readable recording medium with program for video game recorded thereon, program for video game, method and device for processing video game | |
US20050221879A1 (en) | Game information processing apparatus and game control program | |
JP4977117B2 (en) | Network game system and network game management method | |
US6672964B2 (en) | Video game with readily distinguishable characters displaying the character's line of sight | |
JPH11179048A (en) | Game device and control method therefor | |
KR20010049884A (en) | Display method for confontation type video game capable of displaying different information to respective participating players, storage medium storing programs, and confrontation type video game system | |
JP6820643B1 (en) | Programs, terminals, game systems and game management servers | |
JP3873459B2 (en) | GAME DEVICE AND STORAGE MEDIUM | |
JP2002369967A (en) | Game system and game program | |
JPH1176621A (en) | Video game device and record medium | |
JP4463294B2 (en) | GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD | |
JP3850854B2 (en) | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: SONY COMPUTER ENTERTAINMENT AMERICA INC., CALIFORN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:RUBIN, JASON PEHR;REEL/FRAME:021272/0182 Effective date: 20021217 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |
|
AS | Assignment |
Owner name: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC, CALIFORNIA Free format text: CHANGE OF NAME;ASSIGNOR:SONY COMPUTER ENTERTAINMENT AMERICA LLC;REEL/FRAME:038626/0637 Effective date: 20160331 Owner name: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC, CALIFO Free format text: CHANGE OF NAME;ASSIGNOR:SONY COMPUTER ENTERTAINMENT AMERICA LLC;REEL/FRAME:038626/0637 Effective date: 20160331 |