US20080096672A1 - Game device, and fraud detecting method for the game device - Google Patents

Game device, and fraud detecting method for the game device Download PDF

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Publication number
US20080096672A1
US20080096672A1 US11/904,994 US90499407A US2008096672A1 US 20080096672 A1 US20080096672 A1 US 20080096672A1 US 90499407 A US90499407 A US 90499407A US 2008096672 A1 US2008096672 A1 US 2008096672A1
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Prior art keywords
count
nonvolatile memory
game
life
game machine
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US11/904,994
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English (en)
Inventor
Shigeru Mototani
Shinichi Furuhashi
Yusuke Shimizu
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Sega Corp
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Sega Corp
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Assigned to SEGA CORPORATION reassignment SEGA CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SHIMIZU, YUSUKE, FURUHASHI, SHINICHI, MOTOTANI, SHIGERU
Publication of US20080096672A1 publication Critical patent/US20080096672A1/en
Abandoned legal-status Critical Current

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    • A63F13/12
    • 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
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating 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
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
    • 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

Definitions

  • the present invention relates to an irregular use detection method for a game machine, and a game machine to which the method is applied.
  • game machines have a configuration to record information on a player who plays a game (e.g. game achievement record in past) on an IC card or data base (DB) server.
  • a game e.g. game achievement record in past
  • DB data base
  • a player who is serious about their game achievement record may intentionally shut the power of the game machine OFF before the game achievement result is recorded when the loss of a game seems certain.
  • the cause of disconnection of the power supply when the program is operating normally could be the intention or error of the player, but when an unexpected hang up occurs, the player information must be preserved so that the player does not experience a disadvantage.
  • Patent Document 1 In Japanese Patent Application Laid-Open No. 2001-327712 (see paragraph [0003] and [0096]), referred to as Patent Document 1 here, an invention to prevent the loss of payout information at power failure, which occurred paying out winnings based on winning pachinko balls on a pachinko machine, is disclosed.
  • the invention according to this Patent Document 1 is a pachinko machine having a main side control unit and a sub-side control unit, each of which stores a value (the number of winning pachinko balls paid out) counted during payout in a recording section respectively, and when main power is recovered, information on one of the recording sections of the main side and sub-side is read, and the payout device is driven and controlled based on the payout information before the power failure.
  • Patent Document 2 an invention of writing a same count value in three nonvolatile memories, comparing the data of these memories when power is turned ON, and judging the correct data based on a majority decision, is disclosed.
  • Patent Documents 1 and 2 are both for acquiring correct information without errors of numeric values due to a power failure, by comparing the information recorded in a plurality of recording sections.
  • an object of the present invention to provide an irregular use detection method for a game machine, which can easily detect the cause of restarting the game machine and can switch the maintenance level of the player information based on the reason for the restart, and a game machine system that uses this irregular use detection method.
  • a first aspect of the game machine of the present invention to achieve the above object has: a first control unit for controlling the execution of a game program; a second control unit for continuing incrementing a count value in a progressing process of the game program; a first nonvolatile memory area for storing the count value incremented by the second control unit as a life count; and a second nonvolatile memory area for storing a count value acquired by the first control unit based on the life count as a copy count, wherein the life count stored in the first nonvolatile memory area and the copy count stored in the second nonvolatile memory area are compared at restart, and judgment is made that power is shut OFF due to an irregular action of a player before the restart if the life count and the copy count are not in a predetermined relationship.
  • a second aspect of the game machine of the present invention to achieve the above objects is the game machine according to the first aspect, further having a managing unit for managing power OFF and a player, wherein when judgment is made that the power is shut OFF due to an irregular action of the player, the management unit controls the player to limit execution of the game.
  • a third aspect of the game machine of the present invention to achieve the above object is the game machine according to the first aspect, wherein the copy count to be stored in the second nonvolatile memory area is a copy of the life count.
  • a fourth aspect of the game machine of the present invention to achieve the above object is the game machine according to the first aspect, wherein the first nonvolatile memory area and the second nonvolatile memory area are in a common nonvolatile memory.
  • a fifth aspect of the game machine of the present invention to achieve the above object is the game machine according to the first or fourth aspect, wherein the first nonvolatile memory area and the second nonvolatile memory area have a multiplexed area respectively, and the same life count and copy count are written in the multiplexed area respectively.
  • the sixth aspect of the game machine of the present invention to achieve the above object is the game machine according to the fifth aspect, wherein if the multiplexed area is a triplexed area and if values written in two or more areas of the multiplexed area are the same, then this same value is regarded as the original life count and copy count multiplexed.
  • the seventh aspect of the game machine of the present invention to achieve the above object is the game machine according to the sixth aspect, wherein if values written in the two or more areas are not the same, and if a difference of a first value written in a first rank order and a third value written in a third rank order is 1, then the first value or the third value is regarded as the original life count and copy count.
  • a first aspect of the game machine system to achieve the above object of the present invention has a plurality of game machines, and a management device for managing power Off and player information of the plurality of game machines, wherein each of the plurality of game machines further has: a first control unit for controlling the execution of a game program; a second control unit to continue incrementing a count value in a progressing process of the game program; a first nonvolatile memory area for storing a count value incremented by the second control unit as a life count; and a second nonvolatile memory area for storing a count value acquired by the first control unit based on the life count as a copy count, wherein the life count stored in the first nonvolatile memory area and the copy count stored in the second nonvolatile memory area are compared at restart, and it is judged that the power was shut OFF due to an irregular action of a player before restart if the life count and the copy count are not in a predetermined relationship, and the management device holds information of the player who committed the irregular action judge
  • a second aspect of the game machine system to achieve the above object of the present invention is the game machine system according to the first aspect, wherein the management device further has one data center connected via a network, and the data center further has a data base for holding information on players who execute games, and acquires information on a player who committed an irregular action on a plurality of game machines, which is transmitted via the management device, and registers it in the data base.
  • An irregular action judgment method for the game device to achieve the above object of the present invention has steps of: continuing incrementing a count value by a second control unit in a progressing process of a game program which is executed by a first control unit; storing a count value incremented by the second control unit in a first nonvolatile memory as a life count; acquiring a count value by the first control unit based on the life count; storing the count value acquired by the first control unit in a second nonvolatile memory as a copy count; comparing the life count stored in the first nonvolatile memory area and the copy count stored in the second nonvolatile memory area at restart; and judging that the power was shut OFF due to an irregular action of a player before the restart if the life count and the copy count are not in a predetermined relationship.
  • the player information is set so as to be a disadvantage for the player who committed this irregular action, thereby fairness to other players participating in a network game is insured, and enthusiasm to participate in the game is not diminished.
  • FIG. 1 is a diagram depicting a configuration example of a game machine to which the present invention is applied;
  • FIG. 2A to 2 C are diagrams depicting the relationship of the first memory area and the second memory area
  • FIG. 3A to 3 C are diagrams depicting the method for comparing the life count and the copy count
  • FIG. 4 is a diagram depicting the relationship between the life count and the copy count according to the present invention.
  • FIG. 5 is a diagram depicting the state of the count value when the power switch 5 is turned OFF by an intentional irregular action of a player in comparison with FIG. 4 ;
  • FIG. 6 is a table to show that a previous startup state can be known by the count state
  • FIG. 7 is a table showing an example when the data to be written in a nonvolatile memory is triplexed
  • FIG. 8 is a table showing areas of the nonvolatile memory corresponding to the triplexing in FIG. 7 ;
  • FIG. 9 is a diagram depicting the configuration example of the game machine system assuming the case when a game is played among game machines in a plurality of arcades via a network;
  • FIG. 10 is a diagram depicting the general flow of the game machine system
  • FIG. 11 shows an example of play data recorded in the nonvolatile memory 11 dedicated to the main CPU 10 ;
  • FIG. 12 is a diagram depicting one method for initializing the system
  • FIG. 13 is a diagram depicting a flow of another method of synchronization processing (step S 80 ) in FIG. 12 ;
  • FIG. 14 is a diagram depicting a flow of another method of synchronization processing (step S 80 ) in FIG. 12 .
  • FIG. 1 is a configuration example of a game machine to which the present invention is applied.
  • the game machine has a game machine main board 1 , game machine sub-board 2 , IC card reader/writer 3 , and a power unit 4 .
  • the power unit 4 has a power switch 5 which can be operated from outside the machine.
  • the game machine main board 1 has a main CPU 10 and a ROM 12 storing BIOS and the game programs.
  • the game machine main board 1 also has a nonvolatile memory 11 dedicated to the main CPU, where the main CPU 11 reads/writes information during game execution.
  • the main CPU 10 starts up the system by turning the power switch 5 ON, and executing BIOS. When the system is started, an IC card of the player can be inserted into the IC card reader/writer 3 .
  • the main CPU 10 When an IC card is inserted into the IC card reader/writer 3 , the main CPU 10 reads the card information of the IC card, and authenticates the player. If the player passes authentication, the CPU 10 can start the game program.
  • the game machine sub-board 2 has a sub-CPU 20 and a shared nonvolatile memory 21 , which is shared with the game machine main board 1 .
  • the game machine sub-board 2 functions primarily as an I/O equipment interface, such as for a joystick, and sound amplifier.
  • the game machine sub-board 2 is started up by turning the power switch 5 ON, just like the game machine main board 1 .
  • the sub-CPU 20 of the game machine sub-board 2 has a count function, which is a characteristic of the present invention.
  • counting is started by this count function, and counting continues until power is shut OFF in the progressing process of the game program, including the final storage of the game result data.
  • the count value after being counted is stored in the first memory area of the shared nonvolatile memory 21 .
  • the main CPU 10 of the game machine main board 1 records a count value acquired based on the count value counted by the count function of the sub-CPU 20 .
  • An independent nonvolatile memory may be provided to store this count value, and is used as the second nonvolatile memory area, but it is preferable to store the count value in a second nonvolatile memory area in the shared nonvolatile memory 21 in the game machine sub-board 2 .
  • a count value counted by the count function of the sub-CPU 20 is called a “life count”, and a count value acquired by the main CPU 10 based on this life count is called a “copy count”.
  • FIG. 2A to 2 C shows an example of the relationship between the first memory area and the second memory area.
  • FIG. 2A shows a mode where a life count is stored in a first nonvolatile memory area of the shared nonvolatile memory 21 (step P 1 ), and for the copy count, the main CPU 10 reads the life count (step P 2 ), and copies it to a second nonvolatile memory area of the shared nonvolatile memory 21 (step P 3 ).
  • FIG. 2B shows a mode where a life count is stored in a first nonvolatile memory area of the shared nonvolatile memory 21 (step P 1 ), and is simultaneously notified to the main CPU 10 (step P 2 a ). Then the main CPU 10 stores the notified life count in a second nonvolatile memory area of the shared nonvolatile memory 21 (step P 3 ).
  • FIG. 2C shows a mode where an independent memory 13 is provided in the game machine main board 1 , and a life count is stored in a first nonvolatile memory area of the shared nonvolatile memory 21 (step P 1 ), and is simultaneously notified to the main CPU 10 (step P 2 a ). Then the main CPU 10 stores the notified life count in the independent nonvolatile memory 13 as a second nonvolatile memory area, and acquires a copy count (step P 3 a ).
  • FIG. 4 is a diagram depicting a life count and a copy count that the main CPU 10 acquires based on this life count in this configuration, according to the present invention, and this is the case showing that the cause of a restart is a hang up of the main CPU 10 .
  • “A” is a life count and is incremented by “1” each second while the power is ON, as an example.
  • the life count to be incremented is stored in the first nonvolatile memory area of the shared nonvolatile memory 21 .
  • “B” is a copy count acquired by the main CPU 10 according to one of the methods described in FIG. 2A to 2 C.
  • the copy count which is acquired by the acquisition processing of the main CPU 10 based on the life count by the sub-CPU 20 , appears with a delay, as shown in FIG. 4 .
  • FIG. 4 shows the state when the main CPU 10 hangs up at time T 0 . Therefore the copy count acquired by the main CPU 10 stops at “101”.
  • the game machine main board 1 and the sub-board 2 are restarted at times T 1 ant T 2 respectively, as described in FIG. 1 .
  • the main CPU 1 compares the counts stored in the first and second nonvolatile memory areas at time T 3 according to the game program.
  • the count values stored in the first and second nonvolatile memory areas are compared by the CPU 1 as the first control unit.
  • the CPU 20 may read the count value and the copy count value from the shared nonvolatile memory 21 by the CPU 20 as the second control unit, as shown in FIG. 2A and FIG. 2B , or the copy count value may be read from the independent memory 13 if the copy count value is stored in the independent memory 13 , as shown in FIG. 2C , to compare each value.
  • the comparison result must be transferred to the main CPU 10 .
  • an independent comparison circuit 14 may be disposed, as shown in FIG. 3A to 3 C, so as to compare the count value and the copy count value.
  • FIG. 3A , FIG. 3B and FIG. 3C in FIG. 3 correspond to FIG. 2A , FIG. 2B and FIG. 2C respectively.
  • the comparison circuit 14 reads a count value and a copy count value from the shared nonvolatile memory 21 , and compares these values. The result is transferred to the main CPU 1 .
  • the comparison circuit 14 reads the count value from the shared nonvolatile memory 21 and the copy count value from the independent memory 13 , and compares these values. The result must also be transferred to the main CPU 1 .
  • the life count value and the copy count value may be set to have a predetermined relationship when the game program is progressing normally, so that whether this predetermined relationship is maintained or not is judged when the life count and the copy count are compared. If the life count value and the copy count value are in the predetermined relationship as a result of comparison, it is judged that irregular action was not committed by players.
  • the predetermined relationship refers, for example, to an arithmetic progression, a geometric progression or to a certain relationship to be formed between values before and after conversion using a predetermined function.
  • the power switch 5 is intentionally turned OFF by an irregular action of a player, on the other hand, incrementing of the counter by the sub-CPU 20 stops immediately. Also the main CPU 10 does not copy the life count. Therefore, in this case, the first count value stored in the first nonvolatile memory area and the second count value stored in the second nonvolatile memory area are the same, or do not maintain the above mentioned predetermined relationship.
  • FIG. 5 is a diagram depicting the state of the count values when the power switch 5 is turned OFF by an intentional irregular action of a player, in comparison with FIG. 4 .
  • the switch 5 if the switch 5 is forcibly turned OFF by an intentional irregular action of a player at timing T 0 ′, the first and second counter values become the same, “104” for example. Therefore when the arcade operator or a player turns the power switch 5 ON, the game machine main board 1 and the game machine sub-board 2 are restarted at times T 1 and T 2 respectively. When the game machine main board 1 and the game machine sub-board 2 complete restart respectively, the main CPU 1 compares the first and second count values stored in the first and second nonvolatile memory areas according to the game program at time T 3 .
  • the main CPU 1 judges that the previous state where power is shut OFF is due to an irregular action of a player.
  • a record of irregular action is stored in the IC card inserted by a player, so that subsequent participation of this player in a network game is disabled.
  • the achievement level in a network game is set to the lowest rank.
  • FIG. 6 is a table summarizing the above modes.
  • the previous startup state can be known by the count state shown in this table.
  • “I” is a state where the system restarted during normal operation. At most a difference of “1” or less could be generated, depending on the timing of copying the life count.
  • “II” is a state where the game machine main board 1 was hung up, and life count could not be copied.
  • “III” is a state where the life count and the copy count end with the same value. This case shows that the power switch 5 was turned OFF by an intentional irregular action of a player, and the sub-board 2 could not increment the life count.
  • Restart in normal operation is performed when the game is not progressing (e.g. during an advertisement), so a flag to indicate whether it is during a game or not is stored in the nonvolatile memory separately from these counters, and this information is referred to at start up, so that “I” and “III” can be distinguished.
  • the life count and the copy count are stored in the nonvolatile memory, but it is possible that an undefined value be written when power is turned OFF when writing to the nonvolatile memory.
  • the life count and the copy count are multiplexed.
  • FIG. 7 is an example when the data to be written to the nonvolatile memory is triplexed.
  • FIG. 8 shows areas in the shared nonvolatile memory 21 corresponding to this triplexing, where three areas for multiplexing are secured for the life count and the copy count respectively. In other words, a same count value is written in different areas in the sequence of count 1 , count 2 and count 3 , so as to triplex the data.
  • N is a value which is about to be written now
  • N ⁇ 1 is a value which was written a previous time.
  • X is an arbitrary value, and in a normal operation state X is N or N ⁇ 1. If the power is shut OFF when writing to the nonvolatile memory, an unexpected value is written.
  • a possible method to determine original data from triplexed data being written is a “majority decision”.
  • the present invention will be particularly significant when it is applied to the case when a plurality of players play a game simultaneously, or at different times and from different locations.
  • each game machine has a basic configuration shown in FIG. 1 .
  • FIG. 9 is a configuration example of a game machine system assuming that game machines in a plurality of arcades are used to play a game via a network.
  • a plurality of arcades 100 A, 100 B . . . 100 N are connected to a data center 120 via the Internet 110 as a network.
  • the data center 120 has a data base server 121 and stores information on players participating in games by each game title.
  • a Web server 122 sends player information in a data base server 121 via a firewall 123 and Internet 110 to each arcade, and collects game execution results from each arcade, and sends it to the data base server 121 .
  • the data center 120 also has a mail server 124 so as to send player information to a terminal of a registered user (player).
  • the arcades 100 A, 100 B to 100 N are connected to the Internet 110 via an arcade router 101 respectively.
  • An arcade management device 102 a is connected via an arcade hub 102
  • a plurality of game machines 104 A to 104 N are connected via a hub 103 .
  • the configuration of each of the plurality of game machines 104 A to 104 N is the same as the configuration shown in FIG. 1 .
  • the arcade management device 102 a has a function to manage the power OFF of a game machine and the users.
  • the function to manage power OFF of a game machine and the users may be assigned to the data center 120 .
  • managing the users refers to controlling how game play is handled, including the rejection of a game continuation for a player who committed an irregular action.
  • the arcade management device 102 a acquires and manages information on the player who committed this irregular action. Therefore even if the player who committed the irregular action attempts to continue the game on another game machine in the arcade, execution of the game can be rejected if this player is judged as a player who committed an irregular action before, as a result of player authentication. Or by assigning a predetermined handicap for game execution, fairness to other players can be insured.
  • the arcade management device 102 a registers the acquired information on the player who committed an irregular action in the data base server 121 of the data center 120 , then even if the player who committed the irregular action attempts to execute the game on another game machine of another arcade, the game execution can be rejected, or a predetermined handicap can be assigned to game execution.
  • FIG. 10 is a diagram depicting the general flow of the game machine system.
  • step S 1 When the power of the game machine is turned ON, the game machine main board 1 and the game machine sub-board 2 are started up (step S 1 ).
  • the main CPU 10 of the game device main board 1 acquires the previous termination state information (step S 2 ).
  • the termination state information As the termination state information, the life count and the copy count stored in the shared nonvolatile memory 21 are acquired (step S 2 , see FIG. 8 ).
  • the original life count and the copy count are determined using the judgment standard for the life count and the copy count respectively if the counts are multiplexed (example in FIG. 8 ).
  • step S 3 it is judged whether the previous termination was caused by a hang up. If the difference of the life count and the copy count is one or more, it is judged as a termination caused by a hang up according to the principle of the present invention, and if there is no difference between the life count and the copy count and the life count and the copy count are identical, then it is judged that the power was shut OFF due to an irregular action by a player.
  • step S 4 the recovery data of the play data stored in the nonvolatile memory 11 dedicated to the main CPU 10 is saved (step S 4 ).
  • FIG. 11 is an example of play data recorded in the nonvolatile memory 11 dedicated to the main CPU 10 , and the recovery data means saving the data recorded in the recovery data storage area without deleting it.
  • step S 3 If it is judged that the previous termination is due to power OFF by an intentional irregular action of a player (step S 3 , N), on the other hand, the irregular action of the player+once, for example, is recorded (step S 5 ). If the irregular action count does not exceed a threshold (step S 6 , N), the restart of the game is enabled, and if the irregular action count exceeds a threshold (step S 6 , Y), irregular action countermeasure processing (step S 7 ) is executed.
  • step S 7 Various handlings are possible for the irregular action countermeasure processing (step S 7 ), such as decreasing the ranking of the player data in a network game for a predetermined amount, and rejecting continuation of a game.
  • the player information is not stored in the game machine where an intentional irregular shut off is performed, but in the arcade management device, which is not illustrated, connected to the arcade hub 102 of the arcade or the data server 121 of the data center 120 .
  • This player information can include the irregular action count of the player who committed an intentional irregular action.
  • step S 80 a count start command is sent from the main CPU 10 of the game machine main board 1 to the game machine sub-board 2 (step S 80 a ).
  • step S 80 a the sub-CPU 20 of the game machine sub-board 2 clears the life count (step S 80 b ).
  • the sub-CPU 20 increments the life count by “1” at each predetermined time (e.g. at each one second) (steps S 81 a and 82 a ).
  • the main CPU 10 acquires the copy count at each predetermined time based on the life count (steps S 81 b and 82 b ).
  • FIG. 13 is a flow chart depicting another method of the synchronization processing (step S 80 ) in FIG. 12 , and the synchronization is performed on the nonvolatile memory.
  • FIG. 14 is a sequence diagram corresponding to FIG. 13 .
  • the game machine main board 1 After start up, the game machine main board 1 acquires and confirms the life count and the copy count (step S 2 : FIG. 10 ), and when this ends, the game machine main board 1 starts toggling the synchronization data with a predetermined interval (millisecond order) in order to notify the end of acquisition of information of the life count and the copy count to the game machine sub-board 2 (step 800 ). For example, 55 h , AAh, 55 h , AAH . . . is performed.
  • the game machine sub-board 2 waits for the synchronization data to change while maintaining the life count in a state before startup (step S 801 ).
  • the game machine sub-board 2 clears the synchronization data to notify the change of the synchronization data to 11 (step S 802 ).
  • any value other than the values which the game machine main board 1 is toggling, can be used.
  • the synchronization data is cleared to “0”.
  • step S 803 the life count is cleared to “0” (step S 803 ), and regular count up of the life count is started.
  • the game machine main board 1 detects that the synchronization data, which has been toggled, is cleared (step S 804 , Y), and starts regular copying of the life count.
  • This count up (incrementing) processing of the life count by the sub-CPU 20 of the game machine sub-board 2 and the copy count acquisition processing by the main CPU 10 of the game machine main board 1 are continued at least as long as the game machine is operating normally. If the power of the game machine is shut OFF due to a hang up or to irregular action of a player, processing based on the comparison of the life count and the copy count, which is the characteristic of the present invention described above, is performed.
  • step S 9 an advertisement processing to display an advertisement screen on a display screen, which is not illustrated, of the game machine, is executed (step S 9 ). If a player instructs for the start of the game (step S 10 , Y), game start processing is performed (step S 11 ), and game execution is enabled (step S 12 ). If game termination is instructed, game termination processing is performed (step S 13 ), and advertisement processing (step S 9 ) is performed again.
  • step S 9 From advertisement processing (step S 9 ) to game termination processing (step S 13 ) are not directly related to the present invention, so further description is omitted.

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US11/904,994 2005-03-31 2007-09-28 Game device, and fraud detecting method for the game device Abandoned US20080096672A1 (en)

Applications Claiming Priority (3)

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JP2005-100375 2005-03-31
JP2005100375 2005-03-31
PCT/JP2006/305990 WO2006109530A1 (ja) 2005-03-31 2006-03-24 ゲーム装置及び,ゲーム装置に対する不正検知方法

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PCT/JP2006/305990 Continuation WO2006109530A1 (ja) 2005-03-31 2006-03-24 ゲーム装置及び,ゲーム装置に対する不正検知方法

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JP (1) JP4692543B2 (de)
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JP5270244B2 (ja) * 2008-07-22 2013-08-21 株式会社コナミデジタルエンタテインメント ゲーム端末装置、ゲームシステム及びゲーム管理プログラム
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CN111821693A (zh) * 2020-07-24 2020-10-27 网易(杭州)网络有限公司 游戏的透视外挂检测方法、装置、设备及存储介质
CN112957741B (zh) * 2021-03-03 2024-02-02 网易(杭州)网络有限公司 游戏举报处理方法、装置及电子设备

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CN101146582A (zh) 2008-03-19
EP1864701A4 (de) 2009-05-13
JP4692543B2 (ja) 2011-06-01
TW200703119A (en) 2007-01-16
CN101146582B (zh) 2010-08-18
WO2006109530A1 (ja) 2006-10-19
HK1109096A1 (en) 2008-05-30
TWI456505B (zh) 2014-10-11
EP1864701A1 (de) 2007-12-12
EP1864701B1 (de) 2014-05-21

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