Game program

JP2024169269A5Pending Publication Date: 2026-03-05NHN CORP +1
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-10
Publication Date
2026-03-05

AI Technical Summary

Technical Problem

Existing puzzle games become monotonous as players become accustomed to the gameplay, leading to a loss of interest due to the lack of new challenges and functions.

Method used

A game program that incorporates operable and unoperable variable objects in a puzzle area, where the size of the variable objects increases upon certain events, reducing the number of operable objects and introducing new obstacles, thereby increasing game difficulty.

Benefits of technology

The introduction of variable objects that enlarge and obstruct gameplay provides novel challenges, maintaining player engagement and increasing the game's difficulty level, preventing monotony.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a puzzle game mounting a new game function.SOLUTION: A game program disposes operable operation objects and inoperable variable objects as puzzle elements in a puzzle area divided into multiple virtual areas according to the virtual areas, expands the size of the variable objects when an expansion event is given to the variable objects by a player's operation to the operation objects, and allows a computer to execute reduction in the number of the selectable operation objects such that the player can perform operation.SELECTED DRAWING: Figure 8
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] One embodiment of the present disclosure relates to a game program. [Background technology]

[0002] In recent years, puzzle games that are executed on mobile terminals such as smartphones have been actively developed. Various puzzle games have been developed, but generally, puzzle games that follow the rule of lining up a certain number or more of the same puzzle pieces on a screen to eliminate them are widely known. For example, Patent Document 1 discloses a puzzle game in which a player manipulates virtual gravity to move movable blocks, and the movable blocks are eliminated when three or more movable blocks are lined up. In this puzzle game, the game is cleared when the special block is eliminated. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2003-260269 A Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned puzzle games, obstacle blocks and fixed blocks that hinder the movement of the movable block are placed, so the player is required to think carefully to move the movable block while avoiding the obstacle blocks. However, as the player gains more experience with the game, he or she gradually becomes accustomed to the game and loses interest in the game. Therefore, there is a constant demand for the development of puzzle games equipped with new functions.

[0005] An object of one embodiment of the present disclosure is to provide a puzzle game equipped with novel game functions. [Means for solving the problem]

[0006] A game program according to one embodiment of the present disclosure causes a computer to execute the following: arrange operable control objects and uncontrollable variable objects as puzzle elements in a puzzle area divided into a plurality of virtual areas according to the virtual areas; and, when an enlargement event is given to the variable object as a result of a player's operation on the control object, enlarge the size of the variable object and reduce the number of the control objects that the player can select to operate.

[0007] A game program of one embodiment of the present disclosure causes a computer to execute the following: In a puzzle area divided into a plurality of virtual areas, operable control objects and non-operable variable objects are placed as puzzle elements in accordance with the virtual areas; when an expansion event is given to the variable objects as a result of a player's operation on the control objects, the size of the variable objects is expanded, and the number of virtual areas in which the control objects can be placed is reduced.

[0008] The computer may further be caused to visually cover at least a part of the control object adjacent to the variable object before being enlarged when the size of the variable object is enlarged. At this time, a player's operation on the control object covered by the variable object may be accepted.

[0009] The expansion of the size of the variable object may be performed with the virtual area as the minimum unit. good.

[0010] The direction in which the size of the mutable object increases may be determined randomly.

[0011] The method may further cause the computer to erase the mutable object when the magnification event is given to the mutable object more than a predetermined number of times.

[0012] The expansion event may be given to the mutable object when a manipulation object adjacent to the mutable object is erased. Effect of the Invention

[0013] According to one embodiment of the present disclosure, a puzzle game equipped with new game functions can be provided. [Brief description of the drawings]

[0014] [Figure 1] 1 is a block diagram showing a configuration of a communication system according to an embodiment of the present disclosure. [Diagram 2] 1 is a block diagram showing a configuration of a communication device according to an embodiment of the present disclosure. [Diagram 3] FIG. 2 is a block diagram showing a configuration of a server according to an embodiment of the present disclosure. [Figure 4] 1 is a block diagram showing a game processing function of a communication device according to an embodiment of the present disclosure. [Diagram 5] FIG. 2 is a block diagram showing a game processing function of a server according to an embodiment of the present disclosure. [Figure 6] FIG. 11 is a diagram showing a game image when a game program according to an embodiment of the present disclosure is executed. [Figure 7] FIG. 11 is a diagram showing an example of game progress when a game program according to an embodiment of the present disclosure is executed. [Figure 8] FIG. 11 is a diagram showing an example of a game progress when a game program according to an embodiment of the present disclosure is executed. [Figure 9] FIG. 11 is a diagram showing an example of a game progress when a game program according to an embodiment of the present disclosure is executed. [Figure 10] FIG. 11 is a diagram showing an example of a game progress when a game program according to an embodiment of the present disclosure is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] A game program (specifically, a program for controlling images in a puzzle game) according to one embodiment of the present disclosure will be described below with reference to the drawings. However, the present disclosure can be implemented in many different forms. In other words, the present disclosure should not be interpreted as being limited to the description of the embodiments shown below. In the drawings referred to in this embodiment, the same parts or parts having similar functions are designated by the same reference numerals or reference numerals with an alphabetical letter following the same reference numerals, and repeated explanations thereof will be omitted.

[0016] In this specification and claims, each term is defined as follows:

[0017] A "game image" is an image displayed on a display that represents the progress of a game. In the case of a puzzle game, a game image including a puzzle area in which multiple puzzle elements are arranged is displayed on the display. A game player (hereinafter simply referred to as "player") can perform game operations by performing a touch operation on a part of the game image.

[0018] A "puzzle area" is an area in a game image where multiple puzzle elements are arranged. When a player operates a puzzle element arranged in the puzzle area to change the arrangement of the puzzle element, The puzzle game progresses by triggering events (such as the activation of skills) within the puzzle area.

[0019] "Puzzle elements" refer to objects that function as individual pieces that make up a puzzle (specifically, images included in a game image that can be controlled or processed). Puzzle elements include "controllable objects" that can be controlled by the player and "non-controllable objects" that cannot be controlled by the player. "Controllable" means that the player can move the object or activate special effects by touching it.

[0020] The control objects may include "normal objects" and "special objects" as described below. The control objects are movable within the puzzle area in response to the player's operation or when a specified event occurs. The non-control objects may include "obstruction objects" that impede the movement of puzzle elements. The obstruction objects include "variable objects" as described below. The obstruction objects may always be fixed at the same position (the same virtual area VA), or may be movable to another position when a specified event occurs.

[0021] A "touch operation" refers to an operation performed by a player by touching a touch panel or the like with a finger or a stylus pen (hereinafter referred to as an "indicator"). A "tap operation" refers to a touch operation in which the time from when the indicator starts to contact until it is released is short. A "long press operation" refers to a touch operation in which the time from when the indicator starts to contact until it is released is longer than that of a tap operation. A "slide operation" refers to an operation in which the contact point of the indicator is moved while maintaining the contact state of the indicator (an operation involving a change in the coordinates of the contact point). A slide operation in which the indicator is in contact for a long period of time is sometimes called a swipe operation. A slide operation in which the indicator is in contact for a short period of time is sometimes called a flick operation.

[0022] A "program" refers to an instruction or group of instructions executed by a processor in a computer having a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or a client), the "computer" refers to the server (or the client). Also, when a "program" is executed by distributed processing between a server and a client, the "computer" includes both the server and the client. In this case, the "program" includes "a program executed by a server" and "a program executed by a client." Similarly, when a "program" is processed in a distributed manner among multiple servers, the "computer" includes the multiple servers, and the "program" includes each program executed by each server.

[0023] First Embodiment [Communication system configuration] 1 is a block diagram showing a configuration of a communication system 1000 according to an embodiment of the present disclosure. The communication system 1000 includes a communication device 100 and a server 500. The communication device 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system including the communication device 100 as a client and the server 500.

[0024] The communication device 100 is, for example, a mobile terminal such as a smartphone. The communication device 100 can communicate with a server 500 or other communication devices by connecting to a network NW. A game program can be installed in the communication device 100. By executing the game program installed in the communication device 100, a puzzle game is provided in which an operation object in a puzzle area can be operated according to an operation by a player.

[0025] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed in the communication device 100. Furthermore, the game program may be provided in a state recorded on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, a magneto-optical recording medium, or a semiconductor memory. In this case, the communication device 100 may be an information processing device equipped with a device for reading a recording medium.

[0026] The game program can be executed by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the roles (so-called distributed processing).

[0027] The server 500 is an information processing device that provides a game program and various services to the communication device 100. The various services include, for example, services such as login processing and synchronization processing when an online game is executed in the communication device 100. In addition, the various services may include, for example, services such as SNS (social networking service) and billing processing. The game program is recorded in a storage device included in the server 500, a recording medium readable by the server 500, or a database to which the server 500 can connect via the network NW. In FIG. 1, the server 500 is illustrated as a single information processing device, but may be composed of multiple information processing devices.

[0028] [Communication device configuration] 2 is a block diagram showing a configuration of a communication device 100 according to an embodiment of the present disclosure. The communication device 100 of the present embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, a sound input / output unit 109, and an alarm unit 110. However, the communication device 100 is not limited to one including all of these elements.

[0029] The control unit 101 includes a processor (arithmetic processing device) such as a CPU (Central Processing Unit) and a storage device such as a RAM. The control unit 101 executes a program stored in the storage unit 102 by the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.

[0030] The storage unit 102 is a recording device (recording medium) that can permanently hold information and rewrite information, such as a non-volatile memory or a hard disk drive. The storage unit 102 stores information such as programs and parameters required for executing the programs. For example, the above-mentioned game program is stored in the storage unit 102.

[0031] The display unit 103 has a display area for displaying various display images (for example, game images, etc.) according to the control of the control unit 101. The display unit 103 is, for example, a display device such as a liquid crystal display or an organic EL display.

[0032] The operation unit 104 is an operation device that outputs a signal (e.g., a signal indicating a command or information) in response to an operation by the player to the control unit 101. The operation unit 104 is a touch sensor arranged on the surface of the display unit 103. The operation unit 104 constitutes a touch panel when combined with the display unit 103. The command or information in response to the operation by the player is input to the communication device 100 by the player touching the operation unit 104 with a pointing object such as a finger or a stylus pen. However, the operation unit 104 may include a switch arranged on the housing of the communication device 100.

[0033] The sensor unit 105 is a device having a function of collecting information related to the movement of the communication device 100, the environment surrounding the communication device 100, and the like, and converting the information into a signal. The sensor unit 105 in this embodiment is, for example, an acceleration sensor. The control unit 101 obtains information related to the movement (for example, tilt, vibration, etc.) of the communication device 100 based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example, and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.

[0034] The imaging unit 106 is an imaging device (camera) that converts an image of an object into a signal. The communication device 100 generates an image file (including a still image file and a video file) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads an identification code such as a one-dimensional code or a two-dimensional code.

[0035] Based on the position information, the position detection unit 107 detects the position of the communication device 100. The position detection unit 107 of this embodiment detects the position of the communication device 100 using a Global Navigation Satellite System (GNSS).

[0036] The communication unit 108 is a wireless communication module that connects to the network NW under the control of the control unit 101 and transmits and receives information to and from other communication devices, such as a server 500, connected to the network NW. The communication unit 108 may include a communication module that performs infrared communication, short-distance wireless communication, and the like.

[0037] The sound input / output unit 109 inputs and outputs sound. For example, sound is input by a microphone of the sound input / output unit 109. Sound is output by a speaker of the sound input / output unit 109. The sound input / output unit 109 can be used for calls with other communication devices, as well as for collecting external sounds or outputting voices or sound effects associated with the progress of a game.

[0038] The notification unit 110 notifies the player of the state of the communication device 100 by a visual, auditory, or tactile method. Specifically, the notification unit 110 notifies the player of the state of the communication device 100 by using light, sound, or vibration. For example, the notification unit 110 can notify the player of the presence or absence of communication with an external device by blinking a lamp or vibrating the entire housing. The vibration of the entire housing is performed by a vibrator of the notification unit 110. The notification unit 110 can also notify the player of the occurrence of an event accompanying the progress of the game. For example, the notification unit 110 can notify the player of the occurrence of an event accompanying the progress of the game by using light, sound, or vibration that a puzzle element arranged in the puzzle area has satisfied a predetermined condition.

[0039] [Server configuration] 3 is a block diagram showing a configuration of a server 500 according to an embodiment of the present disclosure. The server 500 of this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.

[0040] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as a RAM. The control unit 501 executes a program stored in the storage unit 502 by the CPU, and realizes various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.

[0041] The storage unit 502 is a recording device (recording medium) capable of permanently retaining information and rewriting information, such as a non-volatile memory or a hard disk drive. The storage unit 502 stores information such as a program and parameters required for executing the program. For example, the above-mentioned game program is stored in the storage unit 502. The storage unit 502 also stores various information received from other devices (e.g., the communication device 100) via the network NW.

[0042] The communication unit 503 is a wireless communication module that connects to the network NW under the control of the control unit 501 and transmits and receives information to and from other devices, such as the communication device 100 and other servers connected to the network NW. Examples of other servers include a game server, an SNS server, and a mail server.

[0043] [Game processing function of communication device] The following describes a game processing function executed by communication device 100. The game processing function is realized by control unit 101 of communication device 100 executing a game program. A part or all of the configuration for realizing the game processing function described below may be realized by hardware.

[0044] Fig. 4 is a block diagram showing a game processing function 10 of a communication device 100 according to an embodiment of the present disclosure. The game processing function 10 includes a game operation acquisition unit 11, a setting data receiving unit 12, a game data storage unit 13, a game processing execution unit 14, a status data transmission unit 15, a display data generation unit 16, and a display data output unit 17. However, the game processing function 10 shown in Fig. 4 is merely an example, and some functions may be omitted or other functions may be added.

[0045] The game operation acquisition unit 11 acquires game operations from among operations input by the player to the operation unit 104. The game operations are operations related to the game, and include, for example, instructions to move puzzle elements (specifically, operation objects) described below. The game operations are performed by touch operations on the operation unit 104.

[0046] The setting data receiving unit 12 receives setting data from the server 500 via the communication unit 108. The setting data is data including various setting parameters related to the game progress, and is generated by the server 500. The setting data may include control data related to game control.

[0047] The game data storage unit 13 stores the setting data received by the setting data receiving unit 12, and stores data (e.g., image data, etc.) necessary for displaying game images. The game data storage unit 13 may store status data, which will be described later.

[0048] The game processing execution unit 14 executes a process (game progress process) for controlling the progress of the game based on the game operation acquired by the game operation acquisition unit 11 and the setting data received by the setting data reception unit 12. The game progress process includes, for example, a process for various events (including rearrangement of puzzle elements) accompanying the movement of multiple puzzle elements arranged in a puzzle area described later, a process for generating status data according to the process of various events, and a process for controlling a game image according to the situation of the game progress. The status data is data that represents the state of the game progress (arrangement of each puzzle element, whether an event occurs, size of a variable object, etc.). The game processing execution unit 14 can generate the status data at any timing. A detailed example of the game progress process will be described later.

[0049] The status data transmitting unit 15 transmits the status data generated by the game processing executing unit 14 to the server 500 via the communication unit 108. The status data transmitting unit 15 can transmit the status data at any timing, for example, when the game ends or when an event occurs.

[0050] The display data generating unit 16 generates a display image in response to the progress of the game controlled by the game processing executing unit 14. The display unit 103 generates display data for displaying the game image obtained by the above processing on the display unit 103. The display data includes a background image and object images such as puzzle elements.

[0051] The display data output unit 17 outputs the display data generated in the display data generation unit 16 to the display unit 103. The display data output unit 17 generates, for example, a signal for controlling the output timing of a display image, a signal for controlling each driver circuit of the display unit 103, and the like.

[0052] [Server game processing function] The following describes a game processing function executed by the server 500. The game processing function is realized by the control unit 501 of the server 500 executing a game program. A part or all of the configuration for realizing the game processing function described below may be realized by hardware.

[0053] Fig. 5 is a block diagram showing a game processing function 50 of a server 500 in one embodiment of the present disclosure. The game processing function 50 includes a status data receiving unit 51, a game data storage unit 52, a game processing execution unit 53, and a setting data transmission unit 54. However, the game processing function 50 shown in Fig. 5 is merely an example, and some functions may be omitted or other functions may be added.

[0054] The status data receiving unit 51 receives status data from the communication device 100 via the communication unit 503. The status data may include identification data for identifying the communication device 100 that is the sender of the status data.

[0055] The game data storage unit 52 stores the status data received by the status data receiving unit 51, and stores the setting data generated by the game processing executing unit 53. The status data and the setting data are stored in association with the corresponding communication device 100.

[0056] The game processing execution unit 53 executes a process (game management process) for managing the progress of the game based on the status data received by the status data receiving unit 51. The game management process includes, for example, a process for managing status data associated with each communication device 100, a process for generating setting data according to the progress of each game, and a process for logging in to the game of each communication device 100. The game management process may include a process for synchronizing the game progress between the communication devices 100. Furthermore, the game processing execution unit 53 is not limited to this example, and can also execute at least a part of the above-mentioned game progress process in addition to the game management process.

[0057] The setting data is data for setting each parameter according to the state of game progress. For example, the setting data includes identification data of the related communication device 100, parameters related to the progress and control of the next game stage, parameters related to setting the size of an updated obstruction object, etc. In response to receiving status data, the game processing execution unit 53 can generate setting data associated with the communication device 100 corresponding to the status data.

[0058] The setting data transmission unit 54 transmits the setting data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The setting data transmission unit 54 can transmit the setting data, for example, when an event occurs, when transitioning to the next game stage, etc. The setting data transmission unit 54 may transmit current status data to the communication device 100 in addition to the setting data.

[0059] [Game image composition] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor included in the control unit 101) of the communication device 100 shown in Fig. 2 executing a game program read from the storage unit 102. However, a configuration may also be adopted in which the control unit 501 (specifically, the processor included in the control unit 501) of the server 500 shown in Fig. 3 executes the game program stored in the storage unit 502 to display the game image GI on the display unit 103 of the communication device 100.

[0060] Fig. 6 is a diagram showing a game image GI when a game program according to an embodiment of the present disclosure is executed. Specifically, Fig. 6 shows a scene from a puzzle game during execution of the game program. The communication device 100 is a mobile terminal such as a smartphone. The game image GI is displayed on a display unit 103 of the communication device 100. Although not shown in the figure, a touch sensor is disposed as an operation unit 104 in substantially the same area as the display unit 103.

[0061] The game image GI shown in Fig. 6 includes a background area BA and a puzzle area PA. The background area BA is, for example, a background image that defines the puzzle area PA, and displays images representing pictures, patterns, characters, etc. according to the contents of the puzzle game. Furthermore, in this embodiment, for example, an interface GU1 for invoking a skill event (an event that imparts a special effect within the puzzle area), an interface GU2 for adjusting game settings, and an interface GU3 for using game items are arranged in the background area BA. However, images that can be arranged in the background area BA are not limited to this example.

[0062] The puzzle area PA is an area for performing puzzle game operations, and is divided into a plurality of virtual areas VA. Within the puzzle area PA, a plurality of puzzle elements (puzzle pieces) are arranged according to the division of the virtual area VA. In the example shown in FIG. 6, operation objects (specifically, normal objects NJ1 to NJ4) and non-operation objects (specifically, variable objects VJ) are arranged as the plurality of puzzle elements.

[0063] The normal objects NJ1 to NJ4 are normal puzzle elements that are mainly operated by the player during the game. In the example shown in FIG. 6, four types of normal objects NJ1 to NJ4, which are distinguished by the type of hatching, are included in the puzzle area PA. However, the types of normal objects are not limited to this example, and there may be two or more types (preferably three or more types). In the following description, when there is no need to distinguish the type of normal object, it will simply be described as a "normal object NJ."

[0064] The variable object VJ is an example of an obstruction object. That is, the variable object VJ is placed in the puzzle area PA during the game, and functions as a puzzle element that obstructs the movement of an operation object such as a normal object NJ. The variable object VJ may be fixed at the same position (the same virtual area VA), or may be movable to another position. However, in this embodiment, the player cannot directly operate the variable object VJ.

[0065] In this embodiment, the variable object VJ has the property that its size (magnification) increases when an enlargement event is given to the variable object VJ as a result of the player's operation on the control object. Here, "enlargement event" refers to an event that triggers the enlargement of the variable object. For example, in this embodiment, when a deletion event (an event that triggers the deletion of a control object) is given to a control object, the control object is deleted. On the other hand, when the variable object VJ of this embodiment is adjacent to a control object to which a deletion event has been given, an enlargement event is indirectly given to the variable object VJ, and the size increases. In addition, the variable object VJ can also be used in a special event that deletes a control object. When an effect is activated, if you are located within the range of the special effect, an indirect expanded event will be given.

[0066] The size of the variable object VJ is enlarged with the virtual area VA being the smallest unit. For example, if the variable object VJ is arranged in one virtual area VA, when the size of the variable object VJ is enlarged, the enlarged variable object VJ will be arranged across two or more virtual areas VA.

[0067] In the example shown in Fig. 6, only the variable object VJ is arranged as the obstruction object, but the present invention is not limited to this example. For example, an obstruction object of a type that does not change in size may be arranged as the obstruction object in the puzzle area PA. An obstruction object of a type that does not change in size may be erased when an erase event is given once or multiple times, similar to the operation object.

[0068] A virtual gravitational field is set from top to bottom in the puzzle area PA. Therefore, when an empty area exists below, each control object arranged in the puzzle area PA moves downward to fill the empty area. At this time, each control object moves downward as if naturally falling due to gravity. At this time, each control object moves in an aligned state according to the virtual area VA. When an empty area is formed above the puzzle area PA by the control object moving downward, a new control object is added from outside the area above the puzzle area PA. However, the present invention is not limited to the example of setting a virtual gravitational field, and the puzzle area PA may be controlled such that when an empty area is detected, the control object moves to fill the empty area.

[0069] In this embodiment, an example in which a normal object NJ and a variable object VJ are arranged in the puzzle area PA has been shown, but the present invention is not limited to this example. Objects having other characteristics may be arranged in the puzzle area PA. For example, a special object that exerts a special effect (for example, an effect of erasing multiple operation objects at once) when operated may be arranged as the operation object.

[0070] 7, the virtual areas VA are arranged in a lattice pattern, but the present invention is not limited to this example. The virtual areas VA may be arranged according to a predetermined rule, for example, in a honeycomb pattern.

[0071] [Game progress overview] Next, an overview of the progress of the puzzle game provided to the player by executing the game program of one embodiment of the present disclosure will be described.

[0072] 7 is a diagram showing an example of a game progress when a game program according to an embodiment of the present disclosure is executed. Specifically, FIG. 7 shows a process of erasing a part of a plurality of control objects by changing the arrangement of the part of the control objects.

[0073] First, as shown in "1. Change of Position" in Fig. 7, the positions of two adjacent control objects are swapped by a touch operation by the player (an operation of dragging or flicking a control object toward an adjacent control object). The example shown in Fig. 7 shows a state in which an operation of swapping the positions of normal objects NJ1 and NJ2 is performed.

[0074] The exchange of the controlled objects can be performed only when certain conditions are met. The specific conditions include the exchange of two normal objects NJ, and the exchange of two normal objects NJ that have a certain commonality. The condition includes a condition that a predetermined number or more of normal objects NJ are arranged in a line to form an object group OG. The "predetermined commonality" includes that the operation objects are the same type. The same type of operation objects may be operation objects associated with the same character, for example. The same type of operation objects may also be operation objects having the same color, shape, or design. The "predetermined number" may be, for example, three or more. The "object group" is a collection of a group of objects consisting of a plurality of operation objects. Note that if the above specific condition is not met, the positions of the operation objects are not swapped. In this case, a performance display may be performed in which the two operation objects to be swapped are moved halfway in response to the player's touch operation and returned to their original positions.

[0075] 7, the position of the normal object NJ1 to be operated is swapped with the position of the normal object NJ2, so that three normal objects NJ1 are lined up vertically, thereby satisfying the specific condition described above. Therefore, the position of the normal object NJ1 to be operated is swapped with the position of the adjacent normal object NJ2, and an object group OG1 consisting of three normal objects NJ1 lined up vertically is formed.

[0076] When the object group OG1 described above is formed by changing the arrangement of the operation objects, as shown in "2. Erase", an erase event is given to the formed object group OG1, and the object group OG1 is erased. When the object group OG1 is erased, an empty space is formed at the position corresponding to the object group OG1. In the formed empty space, as shown in "3. Rearrangement", the operation objects located above fall (move) so as to fill the empty space, and rearrangement of the operation objects is performed. In the example shown in FIG. 7, one normal object NJ1 and two normal objects NJ2 are rearranged. Although not shown, the operation object located above falls into the empty space formed by the fall of the upper operation object. In this way, the operation objects fall in a chain reaction, and the empty space in the puzzle area PA is filled.

[0077] Although not shown in FIG. 7, in the process of "3. Rearrangement", if a new object group OG to be erased is formed by filling the empty space with other operation objects (i.e., if a predetermined number or more of new normal objects NJ having a predetermined commonality are lined up), the newly formed object group OG is also erased. This process of successively erasing object groups OG is called "chaining". When the object group OG is erased by chaining, rearrangement of the operation objects is continuously performed to fill the empty space. Chaining is performed until no object group OG to be erased is formed.

[0078] In this embodiment, a series of processes from "1. Change of arrangement" to "3. Rearrangement" described above is called a "turn." In other words, a turn is a unit of game progress. A turn is started by swapping the positions of adjacent normal objects NJ, and ends when the formed object group is erased and rearrangement of multiple normal objects NJ is completed. If a chain reaction occurs as described above, the turn ends when the chain reaction ends and rearrangement is completed. In the puzzle game of this embodiment, the game progresses by repeating this turn multiple times.

[0079] 8 and 9 are diagrams showing an example of a game progress when a game program according to an embodiment of the present disclosure is executed. Specifically, Fig. 8 and Fig. 9 show a process in which a part of a plurality of control objects is erased by changing the arrangement of the part of the control objects, and an enlargement action event is given to the variable object VJ.

[0080] In the example shown in FIG. 8, as in the above description of FIG. 7, first, the positions of two adjacent operation objects are swapped by a touch operation by the player. In FIG. 8, 8 shows a state where an operation is performed to swap the positions of the object NJ2 and the normal object NJ3. In the example shown in Fig. 8, the positions of the normal object NJ2 and the normal object NJ3 to be operated are swapped, so that three normal objects NJ3 are lined up horizontally, thereby satisfying the above-mentioned specific condition. In other words, an object group OG3 consisting of three normal objects NJ3 lined up horizontally is formed.

[0081] When the object group OG3 described above is formed by changing the position of the operation object, the formed object group OG3 is erased as shown in "2. Erase". Here, in the example shown in Fig. 8, a variable object VJ is arranged adjacent to the object group OG3 below the object group OG3 to be erased. In this case, the object group OG3 is erased and an enlargement event is given to the adjacent variable object VJ. That is, in this embodiment, when the object group OG to be erased is erased, an enlargement event is given to the variable object VJ adjacent to the object group OG.

[0082] When an enlargement event is given to the variable object VJ, a predetermined effect display (for example, an effect display in which a part of the variable object VJ lights up as shown in Fig. 8) may be performed. The effect display is not limited to the example shown in Fig. 8, so long as it allows the player to recognize that an enlargement event has been given to the variable object VJ.

[0083] When an enlargement event is given to the variable object VJ, the size of the variable object VJ is enlarged as shown in "3. Rearrangement" in FIG. 8. Specifically, first, the control object located above falls (moves) into the empty space formed by the deletion of the object group OG3, and the control object is rearranged. Thereafter, the enlargement process of the variable object VJ is executed, and the rearrangement of the control object is completed. When the rearrangement of the control object is completed, the turn ends. However, the order of the rearrangement of the control object and the enlargement process of the variable object VJ may be reversed. That is, when the empty space is formed by the deletion of the object group OG3, the enlargement process of the variable object VJ is executed. Thereafter, the control object located above falls (moves) and the rearrangement of the control object is executed. In this case, at least a part of the empty space may be filled by the enlarged variable object VJ.

[0084] In the example shown in Fig. 8, the size of the enlarged variable object VJ is four times larger than the size of the variable object before enlargement. As described above, the enlargement of the size of the variable object VJ is performed with the virtual area VA as the smallest unit. Therefore, the enlarged variable object VJ occupies four virtual areas VA within the puzzle area PA. When enlarging the variable object VJ, the variable object VJ may be enlarged while remaining displayed, or the variable object VJ may be erased once and then the enlarged variable object VJ may be displayed again.

[0085] In this embodiment, the enlarged variable object VJ occupies not only the virtual area VA in which the variable object VJ before enlargement was placed, but also three adjacent virtual areas VA to the right, below, and diagonally below the virtual area VA. At this time, the control objects (here, one normal object NJ1 and two normal objects NJ2) originally placed in each virtual area VA newly occupied by the enlarged variable object VJ are visually shielded by the variable object VJ. The shielded control objects are placed in a state in which they cannot be operated by the player while they are shielded by the variable object VJ. Also, the shielded control objects are treated as not existing in the puzzle area PA while they are shielded. In other words, the shielded control objects are not counted when determining whether or not an object group OG is formed.

[0086] As described above, the expansion of the variable object VJ reduces the number of virtual areas VA in which the control objects (here, normal objects NJ) can be placed within the puzzle area PA. In other words, the expansion of the variable object VJ reduces the number of control objects that the player can select to control within the puzzle area PA.

[0087] Next, the turn executed next to the turn shown in Fig. 8 will be described with reference to Fig. 9. In the example shown in Fig. 9, in "1. Change of arrangement", an operation is performed to swap the positions of the normal object NJ1 and the normal object NJ2 adjacent in the horizontal direction. In the example shown in Fig. 9, the positions of the normal object NJ1 and the normal object NJ2 to be operated are swapped, so that three normal objects NJ2 are lined up vertically, thereby satisfying the above-mentioned specific condition. In other words, an object group OG2 consisting of three normal objects NJ2 lined up vertically is formed.

[0088] When the above-mentioned object group OG2 is formed by changing the position of the operation object, the formed object group OG2 is erased as shown in "2. Erase". In the example shown in Fig. 9, the object group OG2 to be erased is arranged adjacent to the variable object VJ located on the right side. In this case, the object group OG2 is erased and an enlargement event is given to the adjacent variable object VJ.

[0089] When an enlargement event is given to the variable object VJ, the size of the variable object VJ is enlarged as shown in "3. Rearrangement". In the example shown in FIG. 9, nine virtual areas VA in the puzzle area PA are occupied by the enlarged variable object VJ. In this embodiment, first, rearrangement of the operation object is executed with the erasure of the object group OG2. In the example shown in FIG. 9, another normal object NJ moves from above so as to fill the empty area (empty virtual area VA) formed by the erased object group OG2. After that, the variable object VJ is enlarged so as to cover the normal object NJ that has moved to the empty area. At this time, the operation objects (here, normal objects NJ1 and NJ3) that were originally arranged in two virtual areas VA adjacent to the upper side of the variable object VJ before the enlargement are also covered by the enlarged virtual object VJ. That is, five new normal objects NJ are covered by the enlargement of the variable object VJ. When the rearrangement of the operation object is completed as described above, the turn ends.

[0090] As described above, in this embodiment, when an enlargement event is given to the variable object VJ, the size of the variable object VJ is enlarged. The enlarged variable object VJ visually blocks other control objects arranged in the adjacent virtual area VA, and therefore the number of control objects that the player can select to control is reduced. In this way, in the puzzle game of this embodiment, an operation by the player to clear the game (deletion operation of the control object) results in a factor (enlargement of the variable object VJ) that hinders clearing the game. In other words, the more the player plays to clear the game, the more difficult it becomes to clear the game, that is, the player himself is forced to restrict the player's actions. According to this embodiment, by incorporating a novel game function of generating an event that leads to a result contrary to the player's will, the difficulty level of the puzzle game is appropriately improved, and the interest of the player can be increased.

[0091] 8 shows an example in which the variable object VJ expands diagonally downward to the right, and Fig. 9 shows an example in which the variable object VJ expands diagonally upward to the left. That is, in this embodiment, an example is shown in which the direction in which the variable object VJ expands is determined randomly, but the invention is not limited to this example, and the direction in which the variable object VJ expands may be determined according to a predetermined rule set in advance.

[0092] In addition, in this embodiment, the condition for clearing the game may be set to enlarge the size of the variable object VJ a predetermined number of times or to enlarge it to a predetermined size. Furthermore, a plurality of variable objects VJ may be arranged in the puzzle area PA, and the game may be cleared only when a specific variable object VJ among the plurality of variable objects VJ satisfies the condition for clearing the game. In this way, when the enlargement of the variable object is set as an element for clearing the game, the act of the player enlarging the size of the variable object VJ in order to clear the game is an act that hinders clearing the game. In this way, a function in which the player's act for clearing the game ends up strangling the player himself does not exist in conventional puzzle games, and the difficulty level of the puzzle game can be appropriately improved.

[0093] <Second embodiment> In this embodiment, an example will be described in which the change in the arrangement of the operation object when the variable object VJ is enlarged is different from that in the first embodiment. In the drawings used to explain this embodiment, the same elements as in the first embodiment are given the same reference numerals and the description thereof will be omitted.

[0094] Fig. 10 is a diagram showing an example of game progress when a game program according to an embodiment of the present disclosure is executed. Specifically, Fig. 10 shows a process in which a part of a plurality of control objects is erased by changing the arrangement of the part of the control objects, and an enlargement event is given to the variable object VJ.

[0095] Since "1. Change of arrangement" and "2. Deletion" in Fig. 10 are as explained in the first embodiment using Fig. 9, detailed explanation will be omitted. In the example shown in Fig. 10, an object group OG1 is formed by swapping the positions of a normal object NJ1 and a normal object NJ2. When the object group OG1 is deleted, an enlargement event is given to the adjacent variable object VJ.

[0096] Here, in the first embodiment, the variable object VJ given the enlargement event enlarges so as to cover the adjacent normal objects NJ, whereas in this embodiment, the variable object VJ given the enlargement event enlarges so as to push aside the normal objects NJ located in the enlargement direction. For example, as shown in "3. Rearrangement" in FIG. 10, the enlarged variable object VJ expands diagonally upward to the left. At this time, the variable object VJ expands by pushing aside all the normal objects NJ located above and to the left in the upward and left directions. Therefore, there is no change in the operation objects adjacent to the variable object VJ (except for the operation objects rearranged in the empty area of ​​the erased object group OG1) before and after the enlargement. Although not shown in the figure, the operation objects that cannot be accommodated in the puzzle area PA as a result of being pushed aside by the variable object VJ (the operation objects that were arranged in the virtual area VA at the edge of the puzzle area PA) are erased from within the puzzle area PA.

[0097] As described above, in this embodiment, the expanded variable object VJ pushes aside the operation object located in the expansion direction, so that the arrangement of the operation object in the puzzle area PA changes significantly. This may cause the player to need to reconsider the planned game strategy, or the special object may be pushed out of the puzzle area PA and become unusable. In this way, in the puzzle game of this embodiment, the operation by the player to clear the game (the operation to erase the operation object) results in a factor (expansion of the variable object VJ) that hinders clearing the game. In other words, the more the player plays to clear the game, the more difficult it becomes to clear the game, that is, the player himself is forced to restrict the player's actions. According to this embodiment, by incorporating a new game function of generating an event that leads to a result contrary to the player's will, the difficulty level of the puzzle game is appropriately improved, and the interest of the player can be increased.

[0098] In this embodiment, the operation object located in the expansion direction moves as the variable object VJ expands. In this case, the non-operation object located in the expansion direction (another variable object VJ or an obstruction object whose size does not change) may or may not be moved.

[0099] In addition, in this embodiment, the condition for clearing the game may be set to enlarge the size of the variable object VJ a predetermined number of times or to enlarge it to a predetermined size. Furthermore, a plurality of variable objects VJ may be arranged in the puzzle area PA, and the game may be cleared only when a specific variable object VJ among the plurality of variable objects VJ satisfies the condition for clearing the game. In this way, when the enlargement of the variable object is set as an element for clearing the game, the act of the player enlarging the size of the variable object VJ in order to clear the game is an act that hinders clearing the game. In this way, a function in which the player's act for clearing the game ends up strangling the player himself does not exist in conventional puzzle games, and the difficulty level of the puzzle game can be appropriately improved.

[0100] <Third embodiment> In the first and second embodiments, an example has been described in which the variable object VJ is enlarged stepwise every time an enlargement event is given, but the variable object VJ may be erased when an enlargement event is given more than a predetermined number of times. For example, the variable object VJ may be enlarged stepwise in size while one to three enlargement events are given, and erased when the fourth enlargement event is given.

[0101] Furthermore, when an enlargement event is given more than a predetermined number of times, the variable object VJ may be erased and at the same time split into multiple variable objects VJ and rearranged. In this case, for example, when an enlargement event is given to a variable object VJ occupying nine virtual areas VA, the variable object VJ is erased, and instead, multiple variable objects VJ occupying one virtual area VA are rearranged at arbitrary positions. The number of rearranged variable objects VJ can be set arbitrarily.

[0102] If the variable object VJ is enlarged excessively, the number of control objects that the player can select to control within the puzzle area PA may decrease too much, which may make it difficult to progress in the game. Therefore, as described above, by suppressing the variable object VJ from enlarging excessively, the difficulty level of the puzzle game can be appropriately adjusted. Of course, the opposite to this example may be set so that there is no upper limit on the number of enlargement events given to the variable object VJ, and the game may be over when the variable object VJ is enlarged and there are no control objects that the player can control.

[0103] When the first embodiment and the third embodiment are combined, when the variable object VJ is erased, the multiple control objects that were visually blocked by the variable object VJ reappear on the screen. The control objects that appear on the screen become operable by the player again. When the second embodiment and the third embodiment are combined, when the variable object VJ is erased, the multiple virtual areas VA that were occupied by the variable object VJ become vacant areas, and the multiple control objects move to fill the vacant areas. In this way, the arrangement of the control objects in the puzzle area PA can be significantly changed by erasing the enlarged variable object VJ.

[0104] <Fourth embodiment> In the first embodiment, a variable object VJ that occupied one virtual area VA before enlargement occupies four virtual areas VA due to a first enlargement event, and occupies four virtual areas VA due to a second enlargement event. In the above example, nine virtual areas VA are occupied by the variable object VJ. However, the manner in which the size of the variable object VJ is enlarged is not limited to this example. In other words, the manner in which the size of the variable object VJ is changed can be set arbitrarily.

[0105] For example, the variable object VJ may be enlarged to occupy nine virtual areas VA by the first enlargement event. That is, the variable object VJ may be enlarged nine times by the first enlargement event. In this case, the variable object VJ may be enlarged in four directions, i.e., up, down, left, and right.

[0106] Also, the variable object VJ may be enlarged so as to occupy two virtual areas VA by the first enlargement event. That is, the variable object VJ may be enlarged twice by the first enlargement event. In this case, whether the variable object VJ occupies two virtual areas VA aligned vertically or two virtual areas VA aligned horizontally may be determined randomly or may be set in advance.

[0107] <Fifth embodiment> In the first embodiment, an example was shown in which an enlargement event is given to the variable object VJ when an operation object adjacent to the variable object VJ is erased, but the present invention is not limited to this example. For example, when the effect of a special object that erases multiple operation objects at once in the puzzle area PA is activated, an enlargement event may be given to the variable object VJ located within the range of the effect of the special object.

[0108] Also, for example, when the interface GU1 for invoking a skill event shown in Fig. 6 is operated by a player, an enlargement event may be given to a variable object VJ located within a range covered by a special effect associated with the activated skill. As the skill event, an event for giving various special effects within the puzzle area PA may be set. For example, the event may be an event for giving the above-mentioned special effect to puzzle elements located within a predetermined range from the center of the puzzle area PA, or an event for selectively giving an enlargement event to a variable object present within the puzzle area PA.

[0109] Sixth embodiment In the first embodiment, an example was shown in which the size of the variable object VJ is enlarged stepwise every time an enlargement event is given, but the variable object VJ may be set to reduce in size when a predetermined condition is satisfied. For example, when a predetermined number of turns are exceeded without an enlargement event being given to the variable object VJ, the size of the variable object VJ may be set to return to the previous size. Also, when a predetermined number of turns are exceeded without an enlargement event being given to the variable object VJ, the size of the variable object VJ may be set to return to the minimum size (the size occupying one virtual area VA). Such a setting is particularly effective for a puzzle game in which the game is cleared when an enlargement event is given to the variable object VJ more than a predetermined number of times. When the size of the variable object VJ becomes smaller, the number of operation objects that the player can operate increases, but the game clearing condition is further away, so that the difficulty of clearing the game can be appropriately improved.

[0110] Seventh embodiment In the first embodiment, an example was shown in which an operation object covered by a variable object VJ was placed in a state in which it could not be operated by the player. However, an operation object covered by a variable object VJ can be made selectable or operable by the player after that. For example, the outline of an operation object covered by a variable object VJ can be displayed by a dotted line or the like, and some operation object can be displayed behind the variable object VJ. The player can select and operate the operation object hidden behind the variable object VJ by performing a touch operation on the operation object whose outline is displayed superimposed on the variable object VJ.

[0111] In this embodiment, the occluded operation object is treated as being present in the puzzle area PA even if it is occluded. In other words, the occluded operation object is counted as a puzzle element when determining whether or not the object group OG is formed. Therefore, when the object group OG is formed by an operation object that is not occluded by the variable object VJ and an operation object that is occluded by the variable object VJ, the object group OG is erased. In this case, the operation objects are rearranged to fill the empty space formed by the erasure of the object group OG, so that some operation objects are superimposed on the variable object VJ by the rearrangement, and only the outlines are visible.

[0112] As described above, in this embodiment, an operation object that is covered by a variable object VJ can also be operated. According to this embodiment, since the type of the covered operation object is not known, the player has to operate it by relying on memory, and a new game function can be added. Also, in the above example, when an operation object is covered by a variable object VJ, Although the outline of the hidden operation object is shown by a dotted line, this is not limiting, and it is possible to adjust the transparency of the variable object VJ so that the type of the operation object can be identified to some extent, or to indicate only the existence of the operation object by highlighting it using a blinking light, etc. Of course, the operation object hidden by the variable object VJ can be displayed in a simple manner. Objects may be rendered visually invisible, allowing the player to make selections or operations based on intuition.

[0113] Eighth embodiment In the first embodiment, an example has been described in which the control unit 101 of the communication device 100 executes the game progression process when progressing through a puzzle game. However, this is not limiting, and the game progression process may be executed by the control unit 501 of the server 500. In this case, the control unit 101 of the communication device 100 may be responsible for acquiring game operations by the player and for executing display control of game images GI, and the control unit 501 of the server 500 may be responsible for other game progression processes. As another example, the game progression process may be executed as distributed processing between the communication device 100 and the server 500.

[0114] The present disclosure has been described above with reference to the drawings, but each of the above-mentioned embodiments can be modified as appropriate without departing from the spirit of the present disclosure. For example, a person skilled in the art can add, delete, or modify components as appropriate based on each of the embodiments, and the modifications are included in the scope of the present disclosure as long as they include the gist of the present disclosure. Furthermore, each of the above-mentioned embodiments can be combined as appropriate as long as there is no mutual contradiction, and technical matters common to each of the embodiments are included in each of the embodiments even if not explicitly stated.

[0115] Even if there are other effects and advantages different from those brought about by the aspects of each of the above-mentioned embodiments, those that are clear from the description in this specification or that can be easily predicted by a person skilled in the art are naturally understood to be brought about by the present disclosure. [Explanation of symbols]

[0116] 10...game processing function, 11...game operation acquisition unit, 12...setting data receiving unit, 13...game data storage unit, 14...game processing execution unit, 15...status data transmission unit, 16...display data generation unit, 17...display data output unit, 50...game processing function, 51...status data receiving unit, 52...game data storage unit, 53...game processing execution unit, 54...setting data transmission unit, 100...communication device, 101...control unit, 102...storage unit, 103...display unit, 104...operation Work unit, 105...sensor unit, 106...imaging unit, 107...position detection unit, 108...communication unit, 109...sound input / output unit, 110...alarm unit, 500...server, 501...control unit, 502...storage unit, 503...communication unit, 1000...communication system, NW...network, GI...game image, PA...puzzle area, BA...background area, GU1, GU2, GU3...interface, NJ...normal object, VJ...variable object, VA...virtual area, OG...group of objects

Claims

1. In the puzzle area, an operable operation object and a single inoperable variable object that is movable within the puzzle area are arranged as puzzle elements; when an enlargement event is given to the variable object by a player's operation on the control object, changing the size of the variable object and changing the position of the control object that can be selected for operation by the player; A game program that causes a computer to execute the above.

2. When enlarging the size of the variable object, moving an operation object located in the enlarging direction in such a way as to push it out; The game program according to claim 1 , further causing the computer to execute the following:

3. erasing the variable object when the expansion event is given to the variable object more than a predetermined number of times; The game program according to claim 1 , further causing the computer to execute the following:

4. A game program as described in claim 1, wherein the expansion event is given to the variable object when an operation object adjacent to the variable object is erased.

5. When the expansion event is given to the variable object more than a predetermined number of times, the variable object is erased and multiple variable objects are rearranged in the puzzle area. The game program according to claim 1 , further causing the computer to execute the following:

6. A game program as described in claim 1, wherein the expansion event is given to the variable object located within the range of the effect of a special object that activates a special effect when operated.

7. A game program as described in claim 1, wherein the expanded event is given to the variable object located within the range of a special effect associated with a skill activated in response to a skill event.