Game device, and fraud detecting method for the game device
Abstract
A game machine can detect the reasons of restart and switch the maintenance level of player information based on the reasons. The game machine has first and second control units respectively controlling the execution of a game program and continuing incrementing a count value in a progressing process of the game program; first and second nonvolatile memory areas storing the count value incremented by the second control unit as a life count and a count value acquired by the first control unit based on the life count as a copy count, respectively, 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 the 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.
Claims
exact text as granted — not AI-modified1 . A game machine, comprising:
a first control unit controlling execution of a game program; a second control unit continuing incrementing a count value in a progressing process of the game program; a first nonvolatile memory area storing the count value incremented by the second control unit as a life count; and a second nonvolatile memory area 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.
2 . The game machine according to claim 1 , further comprising a managing unit managing the power shut 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.
3 . The game machine according to claim 1 , wherein the copy count to be stored in the second nonvolatile memory area is a copy of the life count.
4 . The game machine according to claim 1 , wherein the first nonvolatile memory area and the second nonvolatile memory area are in a common nonvolatile memory.
5 . The game machine according to claim 1 or claim 4 , 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.
6 . The game machine according to claim 5 , wherein if the multiplexed area is a triplexed area and values written in two or more areas of the multiplexed area are the same, then the same value is regarded as the original life count and copy count multiplexed.
7 . The game machine according to claim 6 , 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.
8 . A game machine system, comprising a plurality of game machines, and a management device managing power OFF and player information of the plurality of game machines, wherein
each of the plurality of game machines comprises: a first control unit controlling execution of a game program; a second control unit continuing incrementing a count value in a progressing process of the game program; a first nonvolatile memory area storing the count value incremented by the second control unit as a life count; and a second nonvolatile memory area storing a count value acquired by the first control unit based on the life count as a copy count, and 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, judgment is made that the 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, and the management device holds information of the player who committed the irregular action thus judged, and controls the player to limit execution of the game on another game machine.
9 . The game machine system according to claim 8 , wherein
the management device comprises one data center connected via a network, and the data center comprises a data base holding information on players who execute a game, and acquires information on a player who committed an irregular action on the plurality of game machines, which is transmitted via the management device, and registers the information in the data base.
10 . A method for detecting an irregular action of a player, comprising the steps of:
continuing incrementing a count value by a second control unit in a progressing process of a game program which is controlled for execution 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 is shut OFF due to an irregular action of a player before the restart if the life count and copy count are not in a predetermined relationship.
11 . A storage medium readable in a game machine, storing a program for detecting an irregular action of a player, when the program is executed, the game machine performing the steps of:
continuing incrementing a count value by a second control unit in a progressing process of a game program which is controlled for execution 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 is shut OFF due to an irregular action of a player before the restart if the life count and copy count are not in a predetermined relationship.Join the waitlist — get patent alerts
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