Information processor, information processing method, and program

The information processing device enhances monotonous block-stacking games by applying dynamic game effects based on user input and block stacking metrics, thereby increasing gameplay enjoyment and user satisfaction.

JP2025074163AActive Publication Date: 2025-05-13MIXI INC
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Patent Information

Application Number
JP2025029296
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-26
Publication Date
2025-05-13
Estimated Expiration
2041-05-27

AI Technical Summary

Technical Problem

Existing computer games that involve stacking blocks in a balanced manner become monotonous, leading to user boredom and dissatisfaction.

Method used

An information processing device that acquires first operation information from user movements and applies game effects based on the number of blocks stacked on a specified object when it reaches a predetermined height, enhancing gameplay dynamics.

Benefits of technology

The solution increases game enjoyment and user satisfaction by introducing varied gameplay mechanics, such as different game effects based on block stacking numbers and heights, adding strategic depth to the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processor, an information processing method, and a program capable of increasing fun of a game and increasing a user's game play satisfaction level.SOLUTION: An information processor includes: an information acquisition part for acquiring first operation information based on movement operation that a user performs for moving a first object; and a game control part for showing a first game effect according to the number of first piled objects when the first objects piled on a predetermined object reach a predetermined height on the basis of the first operation information.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there have been known computer games in which game elements, such as falling blocks of various shapes, are stacked in a well-balanced manner. For example, Patent Document 1 discloses that when a new game element is stacked, a determination is made as to whether or not to stack the new game element on top of all game elements depending on the degree of deviation between a predetermined standard and all game elements including the new game element. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-119521 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, a game in which the player simply stacks blocks in a well-balanced manner may result in monotony of game content, and users may easily become bored with the game.

[0005] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that can enhance the entertainment value of a game and improve a user's gameplay satisfaction. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention has an information acquisition unit that acquires first operation information based on a movement operation performed by a user to move a first object, and a game control unit that, based on the first operation information, when a first object stacked on a specified object reaches a specified height, exerts a first game effect in accordance with the number of stacked first objects. Effect of the Invention

[0007] According to one aspect of the present invention, it is possible to enhance the entertainment value of a game and improve the user's satisfaction with gameplay. [Brief description of the drawings]

[0008] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram showing an example of a game screen. [Diagram 3] FIG. 13 is a diagram showing an example of a game screen. [Figure 4] FIG. 13 is a diagram showing an example of a game screen. [Diagram 5] FIG. 13 is a diagram showing an example of a game screen. [Figure 6] FIG. 11 is an explanatory diagram showing an example of a moving operation. [Figure 7] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 8] FIG. 11 is a diagram showing an example of game information (first object information). [Figure 9] FIG. 11 is a diagram showing an example of game information (second object information). [Figure 10] FIG. 13 is a diagram showing an example of game information (enemy object information). [Figure 11] FIG. 11 is a diagram showing an example of game information (game stage information). [Figure 12] FIG. 4 is a diagram illustrating an example of user information. [Figure 13] FIG. 2 is a diagram showing an information processing flow according to an embodiment of the present invention. [Figure 14] FIG. 11 is a diagram showing the flow of wave control processing. [Figure 15] FIG. 11 is a diagram showing the flow of a first object moving process. [Figure 16] FIG. 13 is a diagram showing the flow of a first game effect exertion process. [Figure 17] FIG. 13 is a diagram showing the flow of a second game effect exertion process. [Figure 18] FIG. 13 is a diagram showing the flow of a third game effect exertion process. [Figure 19] FIG. 11 is a diagram showing the flow of a first notification process. [Figure 20] FIG. 11 is a diagram showing the flow of a second notification process. [Figure 21] FIG. 11 is a diagram showing the flow of a third notification process. [Figure 22] FIG. 13 is a diagram showing the flow of a fourth notification process. [Figure 23] FIG. 11 is a diagram showing a flow of a display process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. The embodiment described below is merely an example given to facilitate understanding of the present invention, and is not intended to limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes equivalents thereof.

[0010] In addition, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, etc., and can be changed as appropriate.

[0011] <About the game according to this embodiment> The communication system (hereinafter referred to as information processing system S) shown in FIG. 1 is a communication system including an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a user.

[0012] A "game" is a content that a user plays by operating the user terminal 12 while viewing a game screen on the user terminal 12 for game play, and in this embodiment, it is an online game (electronic game) provided by using the information processing system S. When a user performs an operation for game play on the user terminal 12, the user terminal 12 receives data for game progress distributed from a server computer (hereinafter, server 10) of a game provider. The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal 12 also transmits data indicating the user's operation to the server 10, and the server 10 transmits data for game progress corresponding to the user's operation. Such data transmission and reception between the server 10 and the user terminal 12 is repeatedly performed until the user finishes playing the game.

[0013] In this embodiment, an example of a game is one in which a user stacks first objects, such as blocks, that fall from above onto a specified object, such as a base, and when the stacked first objects reach a specified height, the user can attack an enemy object according to the number of stacked first objects.

[0014] For example, as shown in FIG. 2, the game screen 80 of this embodiment is mainly composed of a deck display area 81, a deck HP display area 82, an enemy HP display area 83, a time limit display area 84, and a next block display area 85. The deck display area 81 displays information about the second object included in the deck. The deck HP display area 82 displays the total value (current value / initial value) of the vitality of the second object included in the deck. The enemy HP display area 83 displays the total value (current value / initial value) of the vitality of the enemy object. The time limit display area 84 displays the time limit, that is, the remaining time until an attack from the enemy object is received. The next block display area 85 displays information (shape, etc.) about the first object that will fall next.

[0015] Next, a specific flow of play of the game of this embodiment will be described with reference to Figures 2 to 5. The game of this embodiment progresses in the following order, for example: (1) deck organization, (2) start of wave, (3) drop of the first object, (4) movement and stacking of the first object, (5) attack on the enemy object, (6) attack from the enemy object, (7) other (activation of skills, etc.), and (8) end of the game.

[0016] (1) Deck composition First, the user selects a desired second object from among the second objects that are user characters, and organizes a deck (for example, a team consisting of four second objects) that includes the selected second object. In principle, the second objects to be included in the deck are selected from the second objects owned by the user himself / herself, but it may also be possible to select second objects owned by other users, second objects temporarily lent to the user (for example, second objects that have become available in a time-limited event, etc.), etc.

[0017] (2) Wave Start A game is made up of one or more waves, and the first wave of the game begins when the deck is assembled. A wave is a unit of a game, and is also called a stage, round, area, phase, or face.

[0018] (3) Fall of the first object (Figure 2) When a wave starts, a predetermined object and an enemy object appear on the game screen 80, and first objects of various shapes randomly selected by a computer fall one after another from above the game screen 80. At this time, a fall prediction line is displayed in the falling direction of the first object. Also, as described later, in the case of a cooperative play, a guide object may be displayed. In this embodiment, when a falling first object is piled up on a first object or a predetermined object that is being piled up, or when the first object cannot be piled up and disappears due to spilling, etc., the next first object falls. Note that a unit in which one first object falls is called one turn, and in other words, one first object falls per turn.

[0019] (4) Moving and stacking the first object (Fig. 2) The user can move the first object by performing a movement operation on the first object, and the moved first object is stacked at a desired position on top of the stacked first objects or a predetermined object. It is assumed that there is no impact due to gravity, speed, etc. when stacking the first objects. In addition, a first object that falls off because it cannot be stacked on top of the stacked first objects or a predetermined object, and a first object that protrudes from the movable area in the game screen 80 (a first object that touches an invisible line set on both ends of the game screen 80) disappear from the game screen 80. When the user stacks the first objects that fall onto the stacked first objects one after another, the first objects are stacked in a tower-like shape. The stacked first objects tilt according to the laws of physics, and may collapse if they are not well balanced (they may be stable immediately after being stacked, but may suddenly collapse). In this embodiment, the second object included in the deck is responsible for stacking the first objects one by one in a predetermined order. In this embodiment, as shown in FIG. 2 and FIG. 3, the second object in charge jumps out of the deck display area 81 and performs an effect of being near the stacked first objects. For example, when the deck includes four second objects A, B, C, and D, the first object in the first turn (first object) is stacked by the second object A, the first object in the second turn (second object) is stacked by the second object B, the first object in the third turn (third object) is stacked by the second object C, and the first object in the fourth turn (fourth object) is stacked by the second object D. Then, after four turns have passed and one cycle has been completed, the second object A will stack the first object on the fifth turn (fifth stack), and from then on this specified order will be repeated, with the second object in charge stacking the first object.

[0020] (5) Attacking enemy objects (Figures 3 and 4) When the stacked first objects reach a predetermined height, which is the attack line, the stacked first objects are temporarily fixed (Fig. 3), and depending on the number of stacked first objects (9 in the example of Fig. 3), etc., a first game effect is generated in which a second object included in the deck attacks an enemy object (Fig. 4). Note that after attacking the enemy object, the stacked first objects may be fixed so that they do not collapse, and it may be possible to stack more first objects on top of them.

[0021] (6) Attacks from enemy objects (Figure 5) After attacking an enemy object, the user is counterattacked by the enemy object, and as a second game effect disadvantageous to the user, the stacked first object is temporarily destroyed and the second object is damaged. Note that even if the user has not attacked an enemy object, the user may be attacked by an enemy object during game play, for example, when a predetermined time has passed from a predetermined point in time (including when a predetermined number of turns has passed), and as a second game effect disadvantageous to the user, the stacked first object may be destroyed or the second object may be damaged.

[0022] (7) Other (skill activation, etc.) During game play, if the number of stacked first objects reaches a predetermined number before the stacked first objects reach a predetermined height, the user can change the difficulty level of the game (activation of a skill or ability) as a third game effect. Also, during game play, the user is notified of various information that is helpful to the user in playing the game, in addition to information about the first object that will fall in the next turn (announcement of the first object).

[0023] (8) End of game When the user meets the conditions for clearing a wave, for example, when the user defeats all enemy objects (e.g., three) that appear in one wave until the strength (deck HP) of the second object included in the deck reaches zero, or before the playable time or number of playable turns set for the wave is exhausted, the wave is cleared and the user proceeds to the next wave. When the user clears all waves (e.g., three waves) that make up the game, the game is cleared (win) and the user can obtain a clear reward such as coins or items. On the other hand, when the strength (deck HP) of the second object included in the deck reaches zero or the playable time or number of playable turns set for the wave is exhausted, the user fails to clear the game and the game is over (defeat).

[0024] The "first object" is an object (game medium) that falls from the top to the bottom of the game screen 80 during the game, can be moved by the user's movement operation, and can be stacked on a predetermined object. Each first object has its own personality, and various parameters (values ​​related to weight, surface friction, and center of gravity position, etc.) that indicate attributes, shapes, and properties are set for each first object. The shape of the first object may be any shape that can be stacked, and may be, for example, a block such as a circle, an ellipse, a polygon, a star, or the like, or a living thing such as an animal or a plant, a machine such as a vehicle or a robot, an object other than a machine, a toy such as a building block, a fictional character such as a ghost or a monster, or other characters similar to these.

[0025] The "predetermined object" is an object (game medium) that serves as a base for stacking the fallen first object. The predetermined object may be any object on which the first object can be stacked, and may be, for example, a platform, a building, a cloud, or the ground (including a partitioned area), as well as living things such as animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other characters similar thereto.

[0026] The "second object" is a character or the like that appears in the game, and is an object (game medium) used by the user when playing the game. Each second object has its own personality, and various parameters (values ​​related to level, physical strength, attack power, defense power, luck, or special ability, etc.) that indicate the name, attributes, appearance, and abilities of each second object are set. These parameters increase and decrease according to the user's progress in the game. For example, when attacked by an enemy object, or when the first objects cannot be stacked (spill), physical strength decreases (damage is received). In addition, by using or equipping an item such as a weapon, the attack power for attacking the enemy object increases or decreases according to the parameters set for the item. In addition, each parameter improves when the level is increased. In addition, each second object has its own unique special ability (skill and ability). Special abilities (skills), such as fixing first objects together or directly attacking enemy objects, can be activated by the user at any timing if the conditions are met. Special abilities (abilities), such as increasing attack power or increasing defense power, are automatically activated if the conditions are met when attacking or receiving damage. Characters that make up the second object include living things such as people, animals, and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other characters similar to these.

[0027] An "enemy object" is an enemy character that appears in the game, and is an object (game medium) that is required to be damaged and defeated in order to clear a wave. The enemy object disrupts the user's play by destroying stacked first objects or attacking second objects. Each enemy object has its own personality, and each enemy object is set with various parameters (values ​​related to level, physical strength, attack power, defense power, or special ability, etc.) indicating its name, attributes, appearance, and abilities. These parameters increase and decrease according to the user's progress in the game. For example, physical strength decreases (damage is received) when attacked by the user. Note that the characters that make up the enemy object include living things such as people, animals, and plants, machines such as vehicles and robots, objects other than machines, fictional characters such as ghosts and monsters, or other characters similar to these.

[0028] "Movement" refers to moving the first object falling up, down, left, right, etc., based on a movement operation by the user. As shown in FIG. 6, the movement operation by the user includes (a) moving left and right by sliding a finger sideways, (b) dropping sharply by sliding a finger downward, and (c) rotating and flipping by pressing and holding a finger. The rotation may be performed by a predetermined angle (e.g., 90 degrees) in one operation, or may be performed little by little according to the amount of operation by the user to induce a mistake. The user piles up the first object at an arbitrary position by moving the falling first object.

[0029] "Position" refers to a place where the first object is piled up, and refers to a predetermined portion on the predetermined object. For example, if the predetermined object has a width (length) large enough to pile up multiple first objects in the left-right direction, the center, left, or right part of the predetermined object corresponds to each position.

[0030] The "predetermined height" refers to a height up to which the first object can be piled up to launch an attack against an enemy object. A marker such as a line (attack line) is displayed at the predetermined height.

[0031] "Predetermined time" refers to a certain time during gameplay, including, for example, the start of a wave, the time when the first or Xth first object falls, the time when the first or Xth first object is stacked on a predetermined object, the time when the first or Xth stacked first object collapses (reset time), the time when the first or Xth enemy object is attacked, or the time when the first or Xth enemy object is attacked, etc.

[0032] The "predetermined time" refers to the time elapsed from a predetermined time point or the number of turns from a predetermined time point, and corresponds to the time limit set in the game (the time until an attack from an enemy object is received). For example, it includes the time until the stacked first object reaches a predetermined height, that is, the time until an attack is made against an enemy object. In addition, when there are multiple enemy objects, it includes the time until at least one enemy object is defeated, or the time until all enemy objects are annihilated. In addition, when the predetermined time point = the elapse of a predetermined time, it also includes the case where the predetermined time is zero, such as immediately after the stacked first object collapses (immediately after the reset point). Note that the predetermined time may occur multiple times or only once until the wave is cleared.

[0033] The "first game effect" refers to attacking an enemy object to reduce its parameters such as its strength, i.e., to inflict damage on the enemy object. Specifically, the amount of damage inflicted on the enemy object varies based on the number of first objects stacked on top of a predetermined object and the attributes and attack power and other parameters of the second objects included in the deck.

[0034] The following are examples of rules that determine the content of the first game effect, that is, the degree of damage to be inflicted on which enemy object. (a) Number of first objects The larger the number of first objects piled up on the predetermined object, the larger the damage to the enemy object. For example, when the number of first objects piled up on the predetermined object is 10 or less (corresponding to the first value), a weak attack (corresponding to the first first game effect) such as inflicting 10 damage on the enemy object is performed, and when the number of first objects piled up on the predetermined object is more than 10, for example, 11 or more (corresponding to the second value), a strong attack (corresponding to the second first game effect) such as inflicting 20 damage on the enemy object is performed, that is, an effect advantageous to the user. The amount of damage to the enemy object may increase in proportion to the number of first objects piled up, or may increase exponentially with respect to the number of first objects piled up. (b) Compatibility between the attributes of the first object and the attributes of the enemy object The amount of damage inflicted on the enemy object is increased or decreased based on the compatibility between the attributes of the first object (also called the last first object) stacked when a certain height is reached and the attributes of the enemy object. For example, against an enemy object with attribute A, if the last first object has attribute B, the attack will be strong, and if the last first object has attribute C, the attack will be weak. (c) Compatibility between the attributes of the second object and the attributes of the enemy object The amount of damage inflicted on the enemy object is increased or decreased based on the compatibility between the attributes of the second object included in the deck or the second object that stacked the first objects when a certain height was reached (the second object that was responsible for stacking the last first object in the specified order) and the attributes of the enemy object. For example, against an enemy object with attribute A, if the second object that stacked the last first object has attribute B, the attack will be strong, and if the second object that stacked the last first object has attribute C, the attack will be weak. (d) Compatibility between the attributes of the first object and the attributes of the second object The amount of damage inflicted on the enemy object is increased or decreased based on the compatibility between the attribute of the first object stacked when the specified height is reached and the attribute of the second object included in the deck, or the attribute of the second object that stacked the first objects when the specified height was reached (the second object that was responsible for stacking the last first object in the specified order). For example, if the last first object has attribute D, a strong attack will be made if the second object has attribute E, which is compatible with attribute D, and a weak attack will be made if the second object has attribute F, which is incompatible with attribute D. Also, a strong attack will be made if the second object has the same attribute as the last first object, and a weak attack will be made if the second object has a different attribute. In addition, the amount of damage inflicted on the enemy object may be increased or decreased based on the number of first objects among the stacked first objects that have an attribute that is compatible with the attribute of the second object that stacks the last first object. For example, if the second object has attribute E, a large number of first objects with attribute D that is compatible with attribute E will result in a strong attack. (e) Stacked position of the first object The amount of damage inflicted on the enemy object is increased or decreased based on the position (left / right position, etc.) of the stacked first object when it reaches a predetermined height. For example, if the last first object is stacked to the right of the predetermined object (such as to the right of the center of the game screen 80) or in a specific position of the predetermined object, a strong attack will be inflicted. (f) The position of the stacked first object and the position of the enemy object The amount of damage inflicted on the enemy object is increased or decreased based on the position (left / right position, etc.) of the stacked first object when a predetermined height is reached and the position (left / right position, etc.) of the enemy object. For example, if the enemy object is on the right side of the game screen 80, stacking the last first object to the right of the predetermined object (e.g., to the right of the center of the game screen 80) will result in a strong attack. Furthermore, when there are multiple enemy objects, the enemy object to be attacked is changed based on the position (horizontal position, etc.) of the first object stacked when a predetermined height is reached and the position where the enemy object exists (horizontal position, etc.). For example, when the last first object is stacked to the right of a predetermined object (such as to the right of the center of the game screen 80), damage is inflicted on the enemy object present on the right side of the game screen 80. In other words, the attack target is limited depending on the position where the last first object is stacked. (g) Type of first object The amount of damage given to the enemy object is increased or decreased based on the type of the first object that is piled up when a predetermined height is reached. For example, the attack will be stronger when the first object A is the last first object than when the first object B is the last first object. Also, if a special first object R that appears less frequently is set, the attack will be even stronger when the special first object R becomes the last first object.

[0035] The "second game effect" refers to an effect that causes a disadvantage to the user in playing the game, such as being attacked by an enemy object. The second game effect is exerted when a predetermined time has passed from a predetermined point in time (including when a predetermined number of turns have passed) after the user attacks an enemy object, when the first objects are stacked to a certain height, or when a predetermined number of first objects with a specific attribute are stacked. In this embodiment, the number of turns (e.g., 7 turns) until the second game effect is exerted is displayed in association with the enemy object (FIG. 2), and this number decreases by 1 each time a turn is consumed (e.g., from 7 to 6).

[0036] The second game effects include, for example, the following effects: (a) Damage to a second object An attack from an enemy object inflicts damage on all second objects included in the deck, or on some of the second objects, such as the second object that was responsible for stacking the last first object in a predetermined order. The amount of damage inflicted on the second objects may be constant, or may vary depending on the number of first objects stacked on top of a predetermined object. For example, the greater the number of first objects stacked, i.e., the greater the number of first objects when collapsed, the greater the damage inflicted. (b) Collapse of the first object in the stack When an attack from an enemy object occurs, all or some of the first objects stacked on top of a predetermined object are destroyed. The number of blocks to be destroyed is, for example, as follows: if a predetermined time has passed since a predetermined point in time, all stacked first objects (corresponding to the first number) are destroyed and the number of stacked first objects is set to zero; if a predetermined time has not passed since the predetermined point in time but a predetermined number of turns have passed, i.e., if a certain number (e.g., 10) of first objects are stacked within the time limit, some of the stacked first objects (corresponding to the second number) are destroyed. (c) Hide the screen An attack from an enemy object may cover all or part of the game screen 80, blocking the user's vision. (d) Change the speed of the first object Attacks from enemy objects can cause the falling speed of the first object to change or for it to move erratically. (e) Changing the shape of the first object An attack from an enemy object causes the shape of a moving first object to suddenly change. (f) Changing the surface friction of the first object When an attack from an enemy object causes contact between the stacked first objects, or between a stacked first object and a moving first object, the first objects become slippery.

[0037] The "third game effect" refers to an effect that changes the difficulty level of the game, and includes special abilities such as skills or abilities that the second object has. The third game effect may include not only advantageous effects for the user, but also disadvantageous effects. The third game effect is exerted when a predetermined number of first objects (e.g., 10 objects) are stacked on a predetermined object, when a predetermined number of first objects fall (including first objects that cannot be stacked and fall), when first objects are stacked to a certain height, or when a predetermined number of first objects with a specific attribute are stacked. The third game effect may be in a state in which it can be exerted when the above conditions are satisfied, and may be exerted at any timing designated by the user thereafter. The third game effect may last for a predetermined period of time, such as until the wave is cleared, until the Xth first object falls, until the Xth first object is stacked on the predetermined object, until the stacked first objects collapse, until an enemy object is attacked, or until an enemy object is attacked. In this embodiment, the number of turns (e.g., 5 turns) required to activate the third game effect is displayed in association with the second object (FIG. 2), and this number decreases by 1 each time a turn is consumed (e.g., 5 → 4). The number of turns required may be the same for all second objects included in the deck, or may be different for each second object.

[0038] The third game effect includes, for example, the following effects: (a) Changing the surface friction of the first object For example, the slipperiness is changed when stacked first objects come into contact with each other, or when stacked first objects come into contact with a moving first object, or when stacked first objects come into contact with a predetermined object, or when moving first objects come into contact with a predetermined object. (b) Fixing the first objects in the stack together Fix the first objects that are already stacked together to prevent them from collapsing. (c) Changing the height position of a given height The attack line is moved up and down to change the height position at a specified height. (d) Change in the prescribed time A predetermined time, i.e., a time limit set within a game, is extended or shortened. (e) Change the first object The shape of a first object that is moving or about to fall is changed. (f) Change the parameters of the second object For example, the second object may recover its physical strength or increase its attack power. (g) Directly attack enemy objects Regardless of whether the first stacked object reaches a predetermined height, it will directly attack the enemy object.

[0039] "Notification" refers to informing the user of information that is advantageous or necessary for playing the game. Specifically, the user is notified by images, videos, sounds, etc. while playing the game. The various types of information to be notified include information about the first object that will fall in the next turn, as well as, for example, the following information:

[0040] As the first information, information based on the compatibility between the attribute of the first object and the attribute of the second object is notified. Specifically, in a situation where a predetermined height can be reached depending on how the moving first object is stacked, if the compatibility between the attribute of the moving first object and the attribute of the second object B (the second object that will be next in charge of stacking the first object in the predetermined order) that will be associated with the next falling first object in the predetermined order is better than the compatibility between the attribute of the moving first object and the attribute of the second object A (the second object that will be next in charge of stacking the first object in the predetermined order) that corresponds to the moving first object, the user is notified of this, that is, information that it is more advantageous to reach the predetermined height with the next second object B than with the current second object A.

[0041] As the second information, information based on the relationship between the stacked first object and the moving first object is notified. Specifically, when the predetermined height can be reached depending on how the moving first object is stacked, information to that effect is notified to the user. At this time, based on the shape of the moving first object, the user may be notified of information on where and at what angle the first object should be stacked, that is, information on how to stack the first object to reach the predetermined height. When the moving first object cannot reach the predetermined height no matter how it is stacked, the second information is not notified.

[0042] As the third information, information based on the relationship between the enemy object, the stacked first object, and the moving first object is notified. Specifically, when the situation is such that the moving first object can reach a predetermined height depending on how it is stacked, and when the predetermined height is reached and the enemy object is attacked, the clearing condition of the wave is met, information to that effect is notified to the user. At this time, based on the shape of the moving first object, the user may be notified of information on the position and angle at which the first object should be stacked, that is, information on how to stack the first object to reach the predetermined height. Note that this third information is notified only when the clearing condition of the wave is met, and is not notified when the clearing condition of the wave has not yet been met (for example, when the enemy object's vitality cannot be reduced to zero even by attacking).

[0043] In this embodiment, not only can a user play alone (solo play), but also a plurality of users can operate their respective user terminals 12 to simultaneously play a common game stage in what is called multiplay (hereinafter referred to as cooperative play). In cooperative play, a plurality of users who will play cooperatively may be automatically matched, or a user who hosts a cooperative play and recruits companions (hereinafter referred to as a host) may be combined with a user who applies for the recruitment and participates in the cooperative play (hereinafter referred to as a guest). Note that members of a cooperative play are not particularly limited, and for example, a cooperative play may be performed by other users who have a friendship relationship with a certain user and who have mutually approved each other (hereinafter referred to as friend users).

[0044] The joint play is performed through the communication function of the user terminal 12 of each user, and when a joint relationship is formed, the progress of the play is synchronized between the users who are playing together. Specifically, a communication path for the joint play is established between the multiple users who are playing together. After that, various data required for the joint play is sent and received according to a known communication method. The data at this time may be a client-server method via the server 10, or a P2P (peer-to-peer) method without the server 10. The style of the joint play is classified into a fully synchronous type and an asynchronous type, and either style may be adopted. The fully synchronous type includes a key input synchronization type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.

[0045] In a cooperative play, multiple users take turns stacking the first object. For example, when four people play cooperatively, the roles of user A who moves the first object and other users B, C, and D who watch and support user A are different. Next, user B moves the first object, and then user C moves the first object, and so on. The roles change each time. When the first object stacked by the movement operation of one of the multiple users (for example, user A) reaches a predetermined height, the first game effect is exerted not only according to the number of first objects stacked by user A, but also according to the number of first objects stacked together by all the multiple users (users A, B, C, and D). That is, if the number of first objects stacked by all the multiple users is large, it is possible to inflict large damage on the enemy object. In addition, the physical strength (deck HP) of the second object included in the deck is shared by all the multiple users, and for example, it is not the case that only user D is game over. The first objects piled up for each user may be displayed in a different color, for example, so that it is possible to identify who piled up the first objects.

[0046] In a cooperative play, a user A (corresponding to a first user) who is performing a movement operation on the first object can be instructed by a user B or the like (corresponding to a second user) who is not performing a movement operation on the first object as to the movement position of the first object. When an instruction is given by user B or the like, a guide object showing the instruction content (content suggesting where to stack it) is displayed on the game screen 80 (at least the screen of the user terminal 12 of user A) (FIG. 2). When instructions are given by a plurality of users, users B, C, and D, guide objects showing the respective instruction contents together with information that can identify the user who gave the instruction may be displayed, or a guide object showing the instruction content by the user who gave the instruction earlier or later may be displayed preferentially.

[0047] In a cooperative play, in addition to the above-mentioned first information, second information, and third information, when a different type of first object appears, information on the type of the first object that will appear in the future is notified as the fourth information according to the number of users. For example, when four users are playing cooperatively, information on the attributes, shapes, etc. of the four first objects that will fall in the next one to four turns is notified to all users. Note that the notification targets of the fourth information may be limited to users whose turn it is when the first object falls.

[0048] In addition, the cooperative play-compatible game includes a cooperative play game in which multiple users cooperate, and a battle game in which users battle each other, but either type is acceptable. In addition, the upper limit of the number of users in one cooperative play (maximum number of players) is not particularly limited and may be set to any number, but it is preferable to set it to a maximum of about four people, for example.

[0049] <Configuration of information processing device and user terminal according to this embodiment> Next, the configuration of an information processing device and a user terminal 12 according to an embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, more precisely a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a plurality of user terminals 12 via a network 14, and together with the user terminals 12, constitutes an information processing system S for games. Note that the user terminals 12 may communicate with each other via the network 14, or may communicate directly via Bluetooth (registered trademark), Wifi-Direct, or the like, without going through the network 14.

[0050] In the information processing system S of this embodiment, the server 10 and the user terminal 12 cooperate with each other to progress the game due to the above configuration. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphic processing and the like is executed on the user terminal 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 12 side progresses the game in synchronization with the server 10, according to the same rules, logic, and algorithms as the program executed on the server 10.

[0051] During joint play, a communication path for joint play is established between each user terminal 12, and various data required for joint play is sent and received according to a known communication method. The data at this time may be transmitted in a client-server manner via the server 10, or in a peer-to-peer (P2P) manner without the server 10. Joint play styles are classified into fully synchronous and asynchronous types, and either style may be adopted. The fully synchronous type includes a key input synchronous type and a command input type, and the asynchronous type includes a server-centralized processing type and a client-distributed processing type.

[0052] The server 10 may be composed of one computer or may be composed of multiple computers distributed in parallel. The server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the information processing flow described below (excluding input and display of information) are executed by the server computer, so that the user terminal 12 only needs to input information to be handed over to the server computer and display information distributed from the server computer.

[0053] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. In addition, an operating system (OS) and a dedicated program for processing information related to the game are installed as software in the server 10. These programs correspond to the "programs" of the present invention. When the processor 21 operates in accordance with the above programs, the server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.

[0054] The processor 21 may be composed of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0055] The memory 22 may be configured with semiconductor memory such as a Read Only Memory (ROM) and a Random Access Memory (RAM).

[0056] The communication interface 23 may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).

[0057] The storage 24 may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 24 may be built into the server 10, or may be attached to the server body in an external form. Furthermore, the storage 24 may be configured with an external computer (e.g., a database server) communicably connected to the server body. As a technology for recording various data, a distributed ledger technology such as a block chain may be used to avoid unauthorized data tampering.

[0058] The server 10 distributes information necessary for the progress of the game to each user, and also collects and stores information from each user. The information stored by the server 10 includes information about each user (e.g., user identification information and information about game play history, etc.), and information about the area, etc. The server 10 also executes various information processes related to the progress of the game, including a process of displaying a guide object on the user terminal 12.

[0059] The user terminals 12 are client terminals operated by users (first and second users in the case of cooperative play) to play the game, and are configured, for example, from personal computers, smartphones, mobile phones, tablet terminals, game consoles, television sets capable of inputting information, and wearable terminals. Note that, for convenience of illustration, four user terminals 12 are shown in Fig. 1, but of course, in reality, the number of user terminals 12 will correspond to the number of users playing the game.

[0060] The user terminal 12 receives data for game progression from the server 10, displays images (video) indicated by the data on the display of the user terminal 12 or on a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, a game screen 80 (FIGS. 2 to 5) is displayed on the user terminal 12.

[0061] Furthermore, the user terminal 12 accepts user operations performed during game play and transmits information according to the operation content to the server 10. For example, the user performs a movement operation to move the first object on the user terminal 12, and transmits first operation information based on the movement operation to the server 10. Furthermore, during joint play, the first user performs a movement operation to move the first object on the user terminal 12, and transmits first operation information based on the movement operation to the server 10. Meanwhile, a second user who has not performed a movement operation on the first object performs an instruction operation on the user terminal 12 to instruct the first user on the movement position of the first object, and transmits second operation information based on the instruction operation to the server 10. In addition to the above operations, the user performs an operation to select a play style, an operation to edit a deck, and the like on the user terminal 12.

[0062] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will be explained again from the functional aspect. As shown in Fig. 7, the server 10 has a memory unit 30, an information acquisition unit 40, a game control unit 50, a notification unit 60, and a display control unit 70. Of these, the memory unit 30 is realized by the memory 22 or the storage 24, and the other functional units are realized by the cooperation of the hardware devices constituting the server 10 and the programs installed in the server 10. When the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0063] (Storage part) The storage unit 30 stores information necessary for the game progress and various information necessary for playing the game. Specifically, as shown in FIG. 7, the storage unit 30 includes a game information storage unit 31 and a user information storage unit 32.

[0064] The game information storage unit 31 stores information related to the game (hereinafter referred to as game information). For example, the game information includes the following information: As shown in Figure 8, information about the first object, i.e., information about the attributes, shape and properties of the first object (e.g., parameters related to weight, position of the center of gravity, surface friction, etc.), is stored in association with the identification information (identification ID) of the first object. 9, information on the second object, i.e., information on the name, attributes, appearance and abilities (parameters related to level, stamina, attack power and special abilities, etc.) of the second object, is stored in association with the identification information (identification ID) of the second object. Each parameter indicating an ability includes a current value, an initial value and an upper limit value. Also, as shown in FIG. 10, information regarding enemy objects, i.e., information regarding the enemy object's name, attributes, appearance and abilities (parameters related to level, stamina, attack power and special abilities, etc.), is stored in association with the enemy object's identification information (identification ID). 11, information about the game, i.e., game play conditions, the number of waves that make up the game, information about the waves that make up the game, and information about rewards for clearing the game, is stored in association with the game's identification information (identification ID). The information about the waves that make up the game includes the difficulty level of the wave, and the type, number, and location of enemy characters that appear in the wave. In addition, the game information also includes information (not shown) regarding the first game effect, the second game effect, and the third game effect, as well as information (not shown) regarding compatibility based on the attributes of the first object, the second object, and the enemy character.

[0065] The user information storage unit 32 stores information related to a user (hereinafter, referred to as user information) for each user. As shown in FIG. 12, in the user information, various information is linked to a user name (identification ID or game account name) that identifies each user. For example, items of the user information include information on the second object owned by the user, information on other objects such as items owned by the user, game progress such as status and clear history, and information (user name) on other users registered as friend users. In addition, the user information may include information other than the above, such as personal information of the user such as contact information, total game play time (game play time), login history (game play date and time and number of game plays), and payment history and total amount charged.

[0066] (Information acquisition department) The information acquisition unit 40 acquires information (data) based on operations performed by the user on the user terminal 12 during gameplay by communicating with the user terminal 12. The information acquired by the information acquisition unit 40 includes first operation information based on a moving operation performed by the user to move the first object. In addition, during a joint play, second operation information based on an instruction operation by a second user who has not performed a moving operation on the first object to instruct the first user, who has performed a moving operation on the first object, to the moving position of the first object is included. In addition, the information acquired by the information acquisition unit 40 includes, in addition to the first operation information and the second operation information, information based on various selections, designations, instructions, requests, orders, permission or refusal, registration, and other input operations performed by the user in each scene during the game, such as deck composition information and skill activation instruction information. In addition, the information acquired by the information acquisition unit 40 includes information based on operations related to joint play, such as a call for joint play, an application for joint play, and an operation related to the acceptance or refusal of the application.

[0067] (Game control unit) The game control unit 50 executes information processing necessary for the progress of the game, and specifically, executes information processing for progressing the game in accordance with various pieces of information acquired by the information acquisition unit 40.

[0068] Specifically, the game control unit 50 executes the following information processing. (a) Based on the first operation information, a falling first object is controlled to move. (b) When a first object stacked on a predetermined object reaches a predetermined height, a first game effect is exerted, such as attacking an enemy object to reduce a parameter such as physical strength associated with the enemy object, according to the number of stacked first objects. At this time, when the number of first objects when stacked to the predetermined height is equal to or less than a first value, a first first game effect is exerted, and when the number of first objects when stacked to the predetermined height is a second value greater than the first value, a second first game effect that is more advantageous to the user than the first first game effect is exerted. In addition, when a predetermined order in which the first objects are stacked is associated with a plurality of second objects, the first game effect is controlled to be changed according to the attribute of the second object corresponding to the first object when the stacked first object reaches the predetermined height. In addition, the first game effect is controlled to be changed, or the attack target for exerting the first game effect is controlled to be changed according to the position of the stacked first object when the stacked first object reaches the predetermined height. In addition, during cooperative play, when a first object stacked based on first operation information by one of the multiple users reaches a predetermined height, a first game effect is exerted according to the number of first objects stacked cooperatively by the multiple users. (c) When a predetermined time has elapsed from a predetermined time point after the start of the game before the stacked first objects reach a predetermined height, a second game effect that is detrimental to the user is exerted, such as collapsing the stacked first objects or decreasing a parameter such as physical strength associated with the second object operated by the user (damaging the second object). At this time, as the second game effect, the control is performed so that damage according to the number of stacked first objects is inflicted on the user (strictly speaking, on the second object operated by the user). Also, as the second game effect, the number of stacked first objects is reduced by a first number, and when a predetermined number of first objects are moved based on the first operation information, the control is performed so that the number of first objects is reduced by a second number smaller than the first number. (d) If the number of stacked first objects reaches a predetermined number before the stacked first objects reach a predetermined height, a third game effect is exerted to change the difficulty level of the game, such as by granting a specific skill to the user.

[0069] (Notification Department) The notification unit 60 communicates with the user terminal 12 to deliver various game information (data) stored in the storage unit 30 to the user terminal 12 and notifies the user of the information by image, video, audio, or the like. As shown in FIG. 7, the notification unit 60 has, in particular, a first notification unit 61 that notifies the user terminal 12 of first information, a second notification unit 62 that notifies the user terminal 12 of second information, a third notification unit 63 that notifies the user terminal 12 of third information, and a fourth notification unit 64 that notifies the user terminal 12 of fourth information. In addition, the information notified by the notification unit 60 also includes other information necessary for the user to play the game, such as information on the start of recruitment for joint play, information on an application for joint play and information on whether the application is accepted.

[0070] (Display control unit) The display control unit 70 communicates with the user terminal 12 to deliver game information (data) stored in the storage unit 30 and necessary for the user to progress in the game while playing the game to the user terminal 12, and displays a game screen 80, i.e., a screen reflecting the results of information processing by the game control unit 50. The display control unit 70 displays a guide object based on the second operation information on at least the user terminal 12 used by the first user, particularly during joint play. Note that the game information displayed by the display control unit 70 on the user terminal 12 also includes various pieces of information notified by the notification unit 60.

[0071] The above describes the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that provide the operational effect in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0072] <Information processing flow according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 13 to 23. The information processing flow employs the information processing method of the present invention, and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed, without departing from the spirit of the present invention.

[0073] [Information processing flow] First, a basic information processing flow related to the progress of the game will be described. This information processing flow is started when a user logs in, selects a game to play, and selects either solo play or cooperative play as a play style. This information processing flow progresses, for example, along the flow shown in FIG.

[0074] As shown in FIG. 13, first, the server 10 (more specifically, the game control unit 50; the same applies below) which is a computer sets a deck including a plurality of second objects based on deck composition information acquired from the user terminal 12 operated by the user (S101). When the deck setting is completed, the server 10 executes a wave control process (S102) and starts a wave. Details of the wave control process (S102) will be described later. Then, when a wave ends, the server 10 determines whether or not the user has cleared the wave (S103), and if it determines that the wave has been cleared (S103: YES), it then determines whether or not all waves that make up the game have been cleared (S104), and if it determines that all waves have been cleared (S104: YES), it marks the game as cleared (S105), awards a clear reward to the user (S106), and ends the processing. On the other hand, if the server 10 determines that all waves have not yet been cleared, that is, that waves still remain (S104: NO), it executes the wave control process again (S102) and starts the next wave. Moreover, if it is determined that the wave has not been cleared (S103: NO), the game is set to be over (S107) and the process ends. The above is an example of the information processing flow of the present invention.

[0075] [Wave control processing] Next, an example of the wave control process will be described with reference to FIG. The wave control process is a process executed in the server 10 (mainly the game control unit 50, etc.) and in step S102 of the above information processing flow. Specifically, it is a process executed for each wave, and provides a wave play environment to the user and allows the user to play the wave.

[0076] First, the server 10 executes a first object moving process (S201). The first object moving process (S201) will be described in detail later. Next, the server 10 judges whether or not the stacked first objects have reached a predetermined height (attack line) as a result of executing the first object moving process (S202), and if it is judged that the first objects have reached the predetermined height (S202: YES), it subsequently executes a first game effect exertion process (attack against the enemy object) (S203). Details of the first game effect exertion process (S203) will be described later. After exerting the first game effect, the server 10 judges whether or not the conditions for clearing the wave have been met (S204), and if it is determined that the conditions for clearing the wave have been met (S204: YES), that is, if all enemy objects that have appeared in the wave have been defeated, it sets the wave as having been successfully cleared (S205) and ends the processing.

[0077] On the other hand, if the server 10 determines that the stacked first objects have not yet reached the predetermined height (S202: NO), it then determines whether or not the number of stacked first objects has reached a predetermined number (S206). If the server 10 determines that the predetermined number has been reached (S206: YES), it then executes a third game effect exertion process (activation of a skill or ability) (S207). If the server 10 determines that the predetermined number has not yet been reached (S206: NO), it proceeds directly to the next process. Details of the third game effect exertion process (S207) will be described later. Next, the server 10 judges whether or not a predetermined time (including a predetermined number of turns) has elapsed (S208).

[0078] Then, when the server 10 determines that the wave clearing condition has not yet been satisfied (S204: NO), or when the server 10 determines that a predetermined time has elapsed (S208: YES), the server 10 executes a second game effect exertion process (attack from an enemy object) (S209). Details of the second game effect exertion process (S209) will be described later. Then, after exerting the second game effect, the server 10 judges whether or not the user can continue playing the wave (S210), and if it determines that play cannot be continued (S210: NO), that is, if the health (deck HP) of the second object included in the deck becomes zero, or if the playable time set for the wave has elapsed or the playable number of turns has been used up, it marks the wave as having been cleared unsuccessfully (S211) and ends the processing.

[0079] On the other hand, if the server 10 determines that the predetermined time has not yet elapsed (S208: NO), or determines that play can be continued (S210: YES), it executes the first object movement process again (S201) and starts the next turn. That is, unless the wave is cleared successfully (S205) or unsuccessfully (S211) and the wave ends, the processes from S201 to S210 are repeatedly executed within the same wave. The above is an example of the wave control process.

[0080] [First object movement process] Next, an example of the first object moving process will be described with reference to FIG. The first object moving process is a process executed in the server 10 (mainly the game control unit 50, etc.) and is a process executed in step S201 of the wave control process. Specifically, it is a process of dropping a first object, moving the falling first object in response to first operation information based on a moving operation by the user, and stacking the first object on top of a first object or a predetermined object that has already been stacked.

[0081] First, the server 10 selects a first object to be dropped randomly or according to a preset rule or the like (S301), and drops the selected first object from above the game screen 80 (S302). Note that at this time, the server 10 may select a plurality of first objects (for example, two first objects, or in the case of cooperative play, first objects equal to the number of users, or first objects equal to the number of playable turns set in a wave), and drop the selected first objects in order.

[0082] Next, when the server 10 acquires first operation information from the user terminal 12 operated by the user (S303: YES), the server 10 moves the falling first object based on the acquired first operation information (S304). On the other hand, when the server 10 has not acquired the first operation information (S303: NO), the server 10 allows the first object to fall naturally as it is.

[0083] Then, when the falling or moving first object contacts the stacked first object, the predetermined object, or outside the predetermined object (including invisible lines set at both ends of the game screen 80) (S305: YES), the server 10 judges whether or not the stacking of the first object was successful based on the contact point and the weight, center of gravity, and surface friction force of the falling or moving first object (S306), and if it is judged that the stacking was successful (S306: YES), the server 10 stacks the first object at that position (S307) and ends the process. On the other hand, when the server 10 judges that the stacking was unsuccessful (S306: NO), it erases the first object from the game screen 80 (S308) and ends the process. Note that the case where the first object contacts outside the predetermined object is included in the case where the stacking was unsuccessful. It should be noted that if the falling or moving first object is not in contact with any of the stacked first objects (S305: NO), the processes of S303 to S304 are repeatedly executed. The above is an example of the first object moving process.

[0084] [First game effect execution process] Next, an example of the first game effect production process will be described with reference to FIG. The first game effect exertion process is a process executed in the server 10 (mainly the game control unit 50, etc.) and is a process executed in step S203 of the wave control process. Specifically, it is a process in which the user attacks an enemy object when the stacked first object reaches a predetermined height that is an attack line.

[0085] First, the server 10 fixes the stacked first objects so that they do not collapse (S401), then identifies the number of stacked first objects (S402), identifies the attributes of the second object that stacks the last first object (S403), identifies the attributes of the last first object and its stacked position (S404), identifies an enemy object to be attacked (S405), and identifies the attributes of the enemy object and the location where the enemy object is located (S406). Then, the server 10 determines the content of the first game effect based on the above-mentioned specified information (S407), and reduces the vitality parameter (enemy HP) of the enemy object based on the determined content of the first game effect (S408). Note that "specifying" includes reading and specifying the target data from the storage unit 30 (the same applies below). The above is an example of the first game effect exertion process.

[0086] [Second game effect execution process] Next, an example of the second game effect exertion process will be described with reference to FIG. The second game effect exertion process is a process executed in the server 10 (mainly the game control unit 50, etc.) and is a process executed in step S209 of the wave control process. Specifically, it is a process in which the user is attacked by an enemy object after attacking the enemy object, or when a predetermined time has passed from a predetermined point in time, etc.

[0087] First, the server 10 identifies the number of first objects stacked (S501), identifies parameters such as the attack power of the enemy object (S502), and identifies parameters such as the defense power of the second objects included in the deck (S503). Then, the server 10 determines the content of the second game effect based on the above-specified information (S504), and based on the determined content of the second game effect, collapses the stacked first objects (S505), and reduces the vitality parameter (deck HP) of the second object included in the deck (S506). The above is an example of the second game effect exertion process.

[0088] [Third Game Effect Activation Processing] Next, an example of the third game effect exertion process will be described with reference to FIG. The third game effect exertion process is a process executed in the server 10 (mainly the game control unit 50, etc.) and is a process executed in step S207 of the wave control process. Specifically, when the number of stacked first objects reaches a predetermined number, the game difficulty level is changed based on the special ability such as a skill or ability possessed by the second object.

[0089] First, the server 10 specifies the special ability of a target second object from among the second objects included in the deck (S601). The server 10 then determines the content of the third game effect based on the specified information (S602), and if the determined third game effect is automatically activated like a special ability (ability such as increasing attack power) (S603: YES), executes processing based on the content of the third game effect (S604). On the other hand, if the third game effect is not automatically activated like a special ability (skill such as fixing first objects together) (S603: NO), the server 10 executes processing based on the content of the third game effect (S604) based on skill activation instruction information acquired from the user terminal 12 operated by the user (S605). The above is an example of the third game effect exertion process.

[0090] [First notification process] Next, an example of the first notification process will be described with reference to FIG. The first notification process is a process executed on the server 10 (mainly the first notification unit 61, etc.) and is a process for notifying the user of the first information during game play (strictly speaking, at a stage where the first object can reach a predetermined height depending on how it is stacked while moving).

[0091] First, the server 10 calculates the compatibility A between the attributes of a first object that is currently falling (including moving) and the attributes of a second object that is associated with a predetermined order (S701), and then calculates the compatibility B between the attributes of the first object that is scheduled to fall and the attributes of the second object that is next associated with a predetermined order (S702). Then, the server 10 compares compatibility A and compatibility B, and if compatibility B is better than compatibility A, that is, if there is a possibility that a first game effect advantageous to the user will be exerted (S703: YES), it notifies the user as first information that it is advantageous for the first object scheduled to fall next, that is, the first object handled by the next second object, to reach a predetermined height (S704), and ends the process. However, if compatibility A is better than compatibility B (S703: NO), it ends the process without notifying the user of the first information. The above is an example of the first notification process.

[0092] [Second notification process] Next, an example of the second notification process will be described with reference to FIG. The second notification process is a process executed on the server 10 (mainly the second notification unit 62, etc.) and notifies the user of the second information during game play (strictly speaking, at a stage where the first object can reach a predetermined height depending on how it is stacked while moving).

[0093] First, the server 10 identifies the shape of the first object currently being moved (S801), and identifies the shapes of the first objects being piled up (S802). Then, the server 10 calculates a stacking method to reach the predetermined height (S803), and if the calculation result shows that the predetermined height can be reached depending on the stacking method of the first object currently falling (S804: YES), the server 10 notifies the user as second information that the predetermined height can be reached by stacking the first object currently moving, or that the predetermined height can be reached by stacking the first object currently moving in a certain way (S805), and ends the process. Note that if the predetermined height cannot be reached (S804: NO), the server 10 ends the process without notifying the user of the second information. The above is an example of the second notification process.

[0094] [Third notification process] Next, an example of the second notification process will be described with reference to FIG. The third notification process is a process executed on the server 10 (mainly the third notification unit 63, etc.) and notifies the user of the third information during game play (strictly speaking, in a situation where wave clear is possible depending on how the first object is stacked while moving).

[0095] First, the server 10 identifies the shape of the first object currently being moved (S901), and identifies the shapes of the first objects being piled up (S902). Then, the server 10 calculates a stacking method to reach the predetermined height (S903), and if the calculation result indicates that the predetermined height can be reached depending on the stacking method of the first object currently falling (S904: YES), it calculates whether or not the wave can be cleared based on the relationship between the expected content of the first game effect and the vitality parameter (enemy HP) of the enemy object (S905). As a result, if it is determined that the wave can be cleared (S906: YES), it notifies the user as third information that the wave can be cleared by stacking the currently moving first object, or how the currently moving first object can be stacked to clear the wave, and ends the process. Note that if there is no possibility of reaching the predetermined height (S904: NO) and if it is determined that the wave cannot be cleared (S906: NO), it ends the process without notifying the user of the third information. The above is an example of the third notification process.

[0096] [Fourth notification process] Next, an example of the fourth notification process will be described with reference to FIG. The fourth notification process is a process executed in the server 10 (mainly the fourth notification unit 64, etc.), and is a process for notifying the user of the fourth information during cooperative play.

[0097] First, the server 10 identifies the number X of users participating in the cooperative play (S1001), and identifies X number of first objects that are scheduled to fall within 1 to X turns (S1002). Then, the server 10 notifies the user of information on the attributes and shapes of X number of first objects that will fall after 1 to X turns as the fourth information (S1003), and ends the process. The above is an example of the fourth notification process. Note that in the fourth notification process, the above series of steps are repeatedly performed while a joint play is being performed.

[0098] [Display processing] Next, an example of the display process will be described with reference to FIG. The display process is a process executed by the server 10 (mainly the display control unit 70). Specifically, the display process is a process of displaying a guide object in response to second operation information based on an instruction operation performed by a second user to instruct a first user on a movement position of a first object in a cooperative play.

[0099] 23, first, when the server 10 (more specifically, the information acquisition unit 40) which is a computer acquires second operation information from the user terminal 12 operated by the second user (S1101: YES), the server 10 identifies the movement position of the first object instructed by the second operation information, that is, the position designated to pile up the first object (S1102), generates data for displaying a guide object at that position (S1103), and transmits the generated data to the user terminal 12 operated by the first user (S1104). On the other hand, if the server 10 has not acquired the second operation information (S1101: NO), the process ends as it is. The above is an example of the display process. In addition, the display process is performed by repeatedly performing the above series of steps during a joint play, more specifically, when second operation information based on an instruction operation by a second user is acquired.

[0100] <Other embodiments> Up to this point, specific examples have been given of the information processing device, information processing method, and program of the present invention, but the above-described embodiments are merely examples, and the present invention is not limited to the above-described embodiments, and other embodiments may be considered.

[0101] In the above embodiment, a server computer for distributing game data (i.e., the server 10) functions as the information processing device of the present invention, but this is not limited thereto, and some of the functions of the server 10 may be provided in the user terminal 12. For example, some or all of the functions of the game control unit 50 may be provided in the user terminal 12.

[0102] In addition, in the above embodiment, user information, etc. is stored and possessed in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store the information all together in that database server, or to store the information on the user terminal 12 side.

[0103] In the above embodiment, the first object is randomly selected from the top of the game screen 80 and falls, but the present invention is not limited to this. For example, the first object may pop out from all directions, including up, down, left, and right. The user may be able to select the first object that falls, or the like, or the user may be allowed to possess first objects and select the first object to be stacked from among them, that is, the user may be able to arbitrarily select from among the pieces in the user's possession.

[0104] The genre (classification) of the game is not particularly limited. The game includes, for example, a social game that can be used only with a web browser and an SNS (Social Networking Service) account. In the present embodiment, the user can enjoy all functions free of charge in principle, but some functions may be limited and the limited functions may be available by paying a certain fee. For users who have paid a certain fee, various conditions may be set to give them an advantage in playing the game. The fee may be a pay-as-you-go system, or may be effective for the user for a certain period (for example, one month or one year) once the fee is paid (subscription).

[0105] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0106] [1] The information processing device according to this embodiment has an information acquisition unit that acquires first operation information based on a moving operation performed by a user to move a first object, and a game control unit that, based on the first operation information, when a first object stacked on a specified object reaches a specified height, exerts a first game effect in accordance with the number of stacked first objects. According to the information processing device, when the first objects are stacked to a predetermined height, a game effect is generated according to the number of stacked first objects. This allows the user to stack the first objects in a well-balanced manner, and also allows the user to stack as many first objects as possible before reaching the predetermined height, and thus allows the user to enjoy various strategies in stacking the first objects. This can increase the interest of the game and improve the user's satisfaction with the gameplay.

[0107] [2] In the above-mentioned information processing device, the game control unit exerts a first first game effect when the number of first objects when stacked to a predetermined height is equal to or less than a first value, and exerts a second first game effect that is more advantageous to the user than the first first game effect when the number of first objects when stacked to a predetermined height is a second value greater than the first value. This allows the user to not only quickly stack the first objects to reach the predetermined height, but also to stack more first objects before reaching the predetermined height in order to obtain a more advantageous first game effect, and thus allows the user to enjoy various strategies in stacking the first objects even more. This further enhances the entertainment value of the game and further improves the user's gameplay satisfaction.

[0108] [3] In the above information processing device, if a predetermined time has elapsed from a predetermined point after the start of the game before the first object stacked reaches a predetermined height, the game control unit exerts a second game effect that is disadvantageous to the user. This means that the user needs to stack more first objects before the predetermined height is reached, but also increases the need to quickly stack the first objects so that the predetermined height is reached before the predetermined time has elapsed, allowing the user to enjoy even more tactics in stacking the first objects. This further enhances the interest of the game and further improves the user's gameplay satisfaction.

[0109] [4] In the above information processing device, the game control unit gives, as the second game effect, damage according to the number of first objects piled up. As a result, since the user is required to stack more first objects before reaching the predetermined height because the user is disadvantaged if a predetermined time has elapsed with many first objects stacked, the user is also required to judge when to reach the predetermined height, and the user can enjoy even more tactics in stacking the first objects. This further enhances the interest of the game and further improves the user's gameplay satisfaction.

[0110] [5] In the above-mentioned information processing device, the game control unit reduces the number of stacked first objects by a first number, and when a predetermined number of first objects are moved based on the first operation information, reduces the number of first objects by a second number smaller than the first number, as a second game effect. This creates differences in the magnitude of the disadvantage, which adds variety to the game content and allows the user to enjoy even more the various strategies for stacking the first objects, thus further enhancing the interest of the game and further increasing the user's satisfaction with the gameplay.

[0111] [6] In the above-mentioned information processing device, the game control unit exerts a third game effect of changing the difficulty level of the game if the number of stacked first objects reaches a predetermined number before the stacked first objects reach a predetermined height. This allows the user to enjoy even more the various strategies for stacking the first objects, such as determining how many first objects to stack before reaching a predetermined height in order to obtain the third game effect, etc. This further enhances the entertainment value of the game and further improves the user's gameplay satisfaction.

[0112] [7] In the above information processing device, a predetermined order in which the first objects are stacked is associated with a plurality of second objects, and the game control unit changes the first game effect according to the attributes of the second object corresponding to the first object when the stacked first objects reach a predetermined height. This introduces an element of randomness due to the coincidence of the order of the first and second objects, making the game more varied and allowing the user to enjoy even more the various strategies for stacking the first objects, thus further enhancing the interest of the game and further increasing the user's satisfaction with gameplay.

[0113] [8] The above-mentioned information processing device has a first notification unit that notifies a user performing a moving operation on a first object of first information based on attributes of a second object corresponding to the first object and attributes of another second object that is associated with a predetermined order after the second object. This allows the user to determine when to make the first object reach the predetermined height based on the first information and to select an appropriate play depending on the situation, so that the user can enjoy various strategies in stacking the first object even more. This further enhances the entertainment value of the game and further improves the user's gameplay satisfaction.

[0114] [9] The above information processing device has a second notification unit that notifies the second information when the moving first object can be stacked to reach a predetermined height, and does not notify the second information when the moving first object cannot be stacked to reach the predetermined height. This allows the user to determine whether the predetermined height can be reached based on the second information and to make an appropriate play selection in the situation where the predetermined height is reached, so that the user can further enjoy various strategies in stacking the first objects. This further enhances the entertainment value of the game and further improves the user's gameplay satisfaction.

[0115]

[10] The information processing device has a third notification unit that notifies third information when stacking the moving first object results in reaching the clearing condition, and does not notify the third information when stacking the moving first object results in reaching a predetermined height but not reaching the clearing condition. This allows the user to determine whether the clear condition can be reached based on the third information and to make appropriate play choices in the situation where the clear condition can be reached, so that the user can enjoy various strategies for stacking the first objects even more. This further enhances the entertainment value of the game and further improves the user's gameplay satisfaction.

[0116]

[11] In the information processing device described above, the game control unit changes the first game effect depending on the position at which the stacked first object is located when the stacked first object reaches a predetermined height. This adds a strategic element to the game, such as determining in which position to stack the first objects for the most effective effect, and the game content becomes more varied, allowing the user to enjoy even more the various tactics involved in stacking the first objects. This further enhances the game's appeal and further increases the user's satisfaction with gameplay.

[0117]

[12] In the above information processing device, the first game effect is an effect of attacking a specified enemy object, and the game control unit changes the attack target for exerting the first game effect depending on the position of the stacked first object when the stacked first object reaches a specified height. This adds a strategic element to the game, such as determining in which position to stack the first objects for the most effective effect, and the game content becomes more varied, allowing the user to enjoy even more the various tactics involved in stacking the first objects. This further enhances the game's appeal and further increases the user's satisfaction with gameplay.

[0118]

[13] In the above-mentioned information processing device, when multiple users play a game together, the information acquisition unit acquires first operation information from the multiple users in turn, and when a first object stacked based on the first operation information by one of the multiple users reaches a predetermined height, the game control unit exerts a first game effect in accordance with the number of first objects stacked together by the multiple users. This allows multiple users to play together, and allows the multiple users to enjoy various strategies for stacking the first objects, which further enhances the entertainment value of the game and further improves the user's satisfaction with the gameplay.

[0119]

[14] In the above-mentioned information processing device, the information acquisition unit acquires second operation information based on an instruction operation performed by a second user who is not performing a movement operation on the first object to instruct a movement position of the first object to a first user who is performing a movement operation on the first object, and has a display control unit that displays a guide object based on the second operation information on at least an information terminal used by the first user. This allows multiple users to play together, encouraging communication and allowing multiple users to enjoy various strategies for stacking the first objects, thus further enhancing the entertainment value of the game and further increasing users' satisfaction with the gameplay.

[0120]

[15] The information processing device described above has a fourth notification unit that, when a different type of first object appears, notifies, in accordance with the number of users, fourth information related to the type of the first object that will appear in the future. This allows multiple users to play together, and the more users who play together, the more advantageous the game becomes, so many users can enjoy various strategies for stacking the first objects, which further enhances the interest of the game and further improves the user's satisfaction with the gameplay.

[0121]

[16] Furthermore, according to the information processing method of this embodiment, the computer acquires first operation information based on a movement operation performed by a user to move a first object, and when the first object stacked on a specified object reaches a specified height based on the first operation information, the computer exerts a first game effect according to the number of first objects stacked. According to the above information processing method, when the first objects are stacked to a predetermined height, a game effect is generated according to the number of stacked first objects. This allows the user to stack the first objects in a well-balanced manner, and also allows the user to stack as many first objects as possible before reaching the predetermined height, and thus allows the user to enjoy various strategies in stacking the first objects. This can enhance the interest of the game and improve the user's satisfaction with the gameplay.

[0122]

[17] Furthermore, according to the program of this embodiment, the computer is caused to obtain first operation information based on a movement operation performed by a user to move a first object, and when a first object stacked on a specified object reaches a specified height based on the first operation information, a first game effect is exerted according to the number of first objects stacked. According to the above program, when the first objects are stacked to a predetermined height, a game effect is generated according to the number of stacked first objects. This allows the user to stack the first objects in a well-balanced manner, and also allows the user to stack as many first objects as possible before reaching the predetermined height, and thus allows the user to enjoy various strategies in stacking the first objects. This can enhance the interest of the game and improve the user's satisfaction with the gameplay. [Explanation of symbols]

[0123] 10 Server 12 User terminal 14 Network 21 Processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Game information storage unit 32 User information storage unit 40 Information acquisition department 50 Game control unit 60 Notification Department 61 First Notification Department 62 Second Notification Department 63 Third Notification Department 64 4th Notification Department 70 Display control section 80 Game Screen 81 Deck display area 82 Deck HP display area 83 Enemy HP display area 84 Time limit display area 85 Next block display area S Information Processing System

Claims

[Claim 1] an information acquisition unit that acquires first operation information based on a moving operation performed by a user to move a first object; a game control unit that exerts a first game effect in accordance with the number of the stacked first objects when the first objects stacked on a predetermined object reach a predetermined height based on the first operation information; An information processing device having the above configuration.

Citation Information

Patent Citations

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