Program
Patent Information
- Application Number
- JP2025068041
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-04-17
- Publication Date
- 2025-08-04
AI Technical Summary
Advanced users may become bored and beginner users may lose motivation in games where they can clear stages easily, leading to user churn, as they either feel their skills are not challenged or are discouraged by repeated failures.
Implement game control mechanisms that forcibly terminate games when certain conditions are met, adjust difficulty levels based on user performance, and provide optional paid items to alter difficulty, ensuring continued engagement by challenging advanced users and supporting beginner users.
Enhances user motivation by providing appropriate challenges, preventing user churn by maintaining interest through dynamic difficulty adjustment and optional assistance, thus encouraging continued gameplay.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] There is known a game configured to allow a user to select one of a plurality of game stages and give a clearance reward to the user when the selected game stage is cleared using the user's own operation skills (for example, Patent Document 1). The user can obtain more clearance rewards by successively selecting game stages and clearing them multiple times.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] If a user can clear a game stage without continuation or on the first play of the game stage (hereinafter also referred to as "one-shot clearance"), the user can feel that their own skills have improved and can play with confidence.
[0005] However, for example, if the user is an advanced user with high operation skills and can easily clear the game stage in one shot, they may become bored with the game by being satisfied with their operation skills, which may lead to user churn. Also, for example, if the user is a beginner user with low operation skills and rarely clears the game stage in one shot, they may give up improving their operation skills, which may lead to user churn.
[0006] The present invention has been made in consideration of the above circumstances, and has as its object to prevent users from abandoning a game due to being able to clear it in one try. [Means for solving the problem]
[0007] The main invention of the present invention to solve the above problems is: Computer, a game control means for controlling the progress of a game played by a user at each game stage based on an operation by the user, the game control means terminating the game when the user has cleared the game stage, forcibly terminating the game midway when the user has failed to clear the game stage, and allowing the user to continue the game at the game stage that was not cleared after forcibly terminating the game midway; a difficulty control means for increasing the difficulty level so that it becomes more difficult for a user to clear a game stage when the user has cleared the game without continuing a predetermined number of times in succession; This is a program that functions as a Other features of the present invention will become apparent from the following detailed description of the present invention and the accompanying drawings. [Brief description of the drawings]
[0008]
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Mode for Carrying Out the Invention
[0009] At least the following matters become clear from the description of this specification and the attached drawings. That is, a computer is Game control means for controlling the progress of the game played by the user at each game stage based on the user's operation, ending the game when the user clears the game stage, forcibly ending the game halfway when the user cannot clear the game stage, and after forcibly ending the game halfway, continuing the game at the game stage that could not be cleared. Difficulty control means for increasing the difficulty so that it becomes difficult for the user to clear the game stage when the user has continuously cleared the game without continuing for a predetermined number of times. It is a program for causing it to function as. According to such a program, for example, a senior user will want to demonstrate their operation skill strength because it becomes impossible to easily clear the stage without continuing due to the increase in difficulty, so the user's play motivation can be improved. As a result, it becomes possible to suppress the departure of users due to one-shot clearing.
[0010] Also, a computer is Game control means for controlling the progress of the game played by the user in each game stage based on the user's operations, the game control means ending the game when the user clears the game stage and forcibly terminating the game midway when the user fails to clear the game stage. Difficulty control means for increasing the difficulty so that it becomes more difficult for the user to clear the game stage when the user has cleared the game stage a predetermined number of times in a row during the first play. A program for causing it to function as such. According to such a program, for example, advanced users will want to demonstrate their operation skills because they can no longer easily clear the stage on the first play due to the increased difficulty, so the user's play motivation can be improved. As a result, it becomes possible to suppress user churn caused by clearing the game in one go.
[0011] Also, a computer Game control means for controlling the progress of the game played by the user in each game stage based on the user's operations, ending the game when the user clears the game stage, forcibly terminating the game midway when the user fails to clear the game stage, and after forcibly terminating the game midway, continuing the game in the game stage that could not be cleared. Difficulty control means for decreasing the difficulty so that it becomes easier for the user to clear the game stage when the user has failed to clear the game stage without continuing a predetermined number of times in a row. A program for causing it to function as such. According to such a program, for example, beginner users can feel that their skills have improved because they can easily clear the stage without continuing due to the decreased difficulty, so they can play with confidence. As a result, it becomes possible to suppress user churn caused by clearing the game in one go.
[0012] Also, a computer Game control means for controlling the progress of the game played by the user in each game stage based on the user's operation, which ends the game when the user clears the game stage and forcibly terminates the game midway when the user fails to clear the game stage. Difficulty control means for lowering the difficulty so that the user can easily clear the game stage when the user fails to clear the game stage a predetermined number of times in a row during the first play. A program for causing it to function as such. According to such a program, for example, a beginner user can feel that their own skills have improved because they can easily clear the stage during the first play due to the lowered difficulty, and thus can play with confidence. As a result, it is possible to suppress the loss of users due to the factor of clearing the game in one attempt.
[0013] Also, such a program, the difficulty control means may lower the difficulty so that the user can easily clear the game stage when the user uses a paid item. According to such a program, even a user who cannot clear the game in one attempt can easily clear the game stage by using a paid item, so it is possible to improve the play motivation of that user.
[0014] Also, such a program, the difficulty control means may lower the difficulty so that the user can easily clear the game stage without notifying the user that the difficulty has been lowered. According to such a program, by not notifying the user that the difficulty level has been lowered, the user can be made to recognize that they cleared the game in one go not because the difficulty level was lowered, but because their own skills have improved. As a result, the user can be given confidence. As a result, the user's willingness to play can be improved, and it becomes possible to suppress user churn caused by clearing the game in one go.
[0015] Next, there is a game control means for controlling the progress of the game that the user plays in each game stage based on the user's operation. When the user clears a game stage, the game is ended. When the user cannot clear a game stage, the game is forcibly terminated midway. After forcibly terminating the game midway, there is a game control unit that continues the game in the game stage that could not be cleared, and a difficulty control unit that increases the difficulty level so that it becomes difficult for the user to clear the game stage when the user has continuously cleared the game stage without continuing for a predetermined number of times. It is an information processing apparatus provided with these. According to such an information processing apparatus, it becomes possible to suppress user churn caused by clearing the game in one go.
[0016] Also, there is a game control means for controlling the progress of the game that the user plays in each game stage based on the user's operation. When the user clears a game stage, the game is ended. When the user cannot clear a game stage, the game is forcibly terminated midway. When the user has continuously cleared the game stage at the first play for a predetermined number of times, there is a difficulty control unit that increases the difficulty level so that it becomes difficult for the user to clear the game stage. It is an information processing apparatus provided with these. According to such an information processing apparatus, it becomes possible to suppress user churn caused by clearing the game in one go.
[0017] Also, a game control means for controlling the progress of the game played by the user in each game stage based on the user's operation, which ends the game when the user clears the game stage, forcibly ends the game halfway when the user fails to clear the game stage, and after forcibly ending the game halfway, continues the game in the game stage that could not be cleared. A game control unit; A difficulty control unit that lowers the difficulty so that the user can easily clear the game stage when the user fails to clear the game stage without continuing for a predetermined number of consecutive times; An information processing apparatus comprising: According to such an information processing apparatus, it is possible to suppress user abandonment caused by one-shot clearing.
[0018] Also, a game control means for controlling the progress of the game played by the user in each game stage based on the user's operation, which ends the game when the user clears the game stage, and forcibly ends the game halfway when the user fails to clear the game stage. A game control unit; A difficulty control unit that lowers the difficulty so that the user can easily clear the game stage when the user fails to clear the game stage for a predetermined number of consecutive times during the first play; An information processing apparatus comprising: According to such an information processing apparatus, it is possible to suppress user abandonment caused by one-shot clearing.
[0019] ===Embodiment=== Hereinafter, in a program, an information processing apparatus, an information processing method, and an information processing system according to an embodiment of the present invention, a case where a competitive puzzle game is adopted will be described in detail as an example. Note that the present invention is not limited to this, and it can be widely applied to a program, an information processing apparatus, an information processing method, an information processing system, etc. that employ a game in which a user can play aiming to clear the game in a plurality of game stages.
[0020] <<System Configuration>> FIG. 1 is a configuration diagram showing an example of the information processing system 1 according to the present embodiment. As shown in FIG. 1, in the information processing system 1 according to the present embodiment, one or more client terminals 10 and a server device 20 are connected via a network N.
[0021] The client terminal 10 is a terminal device such as a smartphone, a tablet, a PC, etc. operated by a user, or a terminal device such as a dedicated game device for home or business use. The server device 20 performs management and control of games performed by the user on the client terminal 10, charging processing in the game, etc. The network N is the Internet or the like, and includes a mobile radio base station or the like.
[0022] Note that the present invention is applicable not only to the client - server type information processing system 1 shown in FIG. 1, but also to a single game device (information processing device) by separately providing a mechanism for performing charging processing in the game. The information processing system 1 in FIG. 1 is an example, and it goes without saying that there are various system configuration examples according to the use and purpose. For example, the server device 20 in FIG. 1 may be configured to be distributed among a plurality of computers.
[0023] <<Hardware Configuration>> <Client Terminal and Server Device> FIG. 2 is a hardware configuration diagram showing an example of the computer 50 according to the present embodiment. The client terminal 10 and the server device 20 according to the present embodiment are realized by, for example, a computer 50 having the hardware configuration shown in FIG. 2. Note that the computer 50 is an example of an information processing device.
[0024] As shown in FIG. 2, the computer 50 includes a CPU 51, a RAM 52, a ROM 53, a communication interface 54, an input device 55, a display device 56, an external interface 57, and an HDD 58, etc., and each is interconnected by a bus line B. Note that in the server device 20, the input device 55 and the display device 56 may be connected and used when necessary.
[0025] The CPU 51 is an arithmetic unit that realizes the control and functions of the entire computer by reading programs and data from storage devices such as the ROM 53 and the HDD 58 onto the RAM 52 and executing various processes based on the read programs and data.
[0026] The RAM 52 is an example of a volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU 51 executes various processes.
[0027] The ROM 53 is an example of a non-volatile semiconductor memory (storage device) that can hold programs and data even when the power is turned off. Programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 is started are stored in the ROM 53.
[0028] The communication interface 54 is an interface for connecting the computer 50 to the network N. Thereby, the computer 50 can perform data communication via the communication interface 54.
[0029] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in this embodiment is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.
[0030] The display device 56 is a device for displaying various information on a screen for a user or an administrator. The display device 56 in this embodiment is, for example, a display such as a liquid crystal or an organic EL.
[0031] The external interface 57 is an interface for communicably connecting to an external device. Thereby, the computer 50 can read and / or write a recording medium via the external interface 57. The external device is, for example, a recording medium such as a flexible disk, a CD, a DVD, an SD memory card, or a USB memory.
[0032] The HDD 58 is an example of a non-volatile storage device that stores programs and data. The programs and data stored therein include an OS which is basic software for controlling the entire computer, and applications that provide various functions on the OS.
[0033] Note that instead of the HDD 58, a drive device (e.g., solid state drive: SSD) that uses a flash memory as a storage medium may be used.
[0034] The client terminal 10 and the server device 20 according to the present embodiment can realize various processes as described below by executing a program on the computer 50 having the above-described hardware configuration.
[0035] <<Software Configuration>> <Server Device> FIG. 3 is a functional block diagram showing an example of the server device 20 according to the present embodiment. The server device 20 according to the present embodiment is realized by, for example, the functional blocks shown in FIG. 3.
[0036] The server device 20 according to the present embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0037] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in the present embodiment includes a request processing unit 201 and an information management unit 202.
[0038] The request processing unit 201 receives a request from the client terminal 10, performs a process corresponding to the received request, and transmits a process result or the like to the client terminal 10 as a response.
[0039] The information management unit 202 stores various information of users who have played the game as user information in the user information storage unit 223. In addition, the information management unit 202 refers to and updates user information and the like in response to requests from the request processing unit 201.
[0040] The server storage unit 220 has a function of storing various information in the server device 20. The server storage unit 220 in the present embodiment includes a game stage information storage unit 221, an item information storage unit 222, and a user information storage unit 223.
[0041] The game stage information storage unit 221 stores game stage information regarding various game stages preset in the puzzle game. The game stage information stored in the game stage information storage unit 221 is composed of the following various data.
[0042] FIG. 4 is a configuration diagram showing an example of game stage information. The game stage information shown in FIG. 4 has, as items, a game stage ID, a name, a stage difficulty level, consumption points, an opponent, a clear reward, a clear success condition, a clear failure condition, and the like.
[0043] The game stage ID is information for uniquely identifying a game stage. The name is information indicating the name of the game stage. The stage difficulty level is information indicating the difficulty level preset for each game stage. Here, any one of multiple levels of difficulty is preset. Here, the stage difficulty level set for each game stage is configured not to change.
[0044] The consumption points are information indicating the quantity of game points consumed when a user plays a game stage. That is, in order for a user to play a game stage, the user's own game points must be consumed, and if the user's game points are insufficient, the user cannot play that game stage.
[0045] The opponent is a character that is preset for each game stage, and is information indicating the character that will be the opponent of the user who selected the game stage. Here, various parameters such as HP (stamina value) and strength level are also set in association with each character.
[0046] In this embodiment, the stage difficulty level is configured to be such that the various parameters such as HP (stamina value) and strength level of the character that will be the user's opponent are higher.
[0047] The clear reward is information about a reward given to a user who clears a game stage. Here, one or more items are given as an example of the clear reward.
[0048] The clear success condition is information on the condition for determining that the stage has been cleared successfully. Here, as an example of the clear success condition, a condition is set such that the opponent's HP is reduced to zero points within the time limit, or that the user's HP has more points remaining than the opponent's HP when the time limit expires. However, the condition is not limited to these.
[0049] The clear failure condition is information on the condition for determining that the clearing of the stage has failed. Here, as an example of the clear failure condition, a condition is set in which the user's HP reaches zero points within the time limit, or the opponent's HP has more points remaining than the user's HP when the time limit has expired. However, the condition is not limited to these.
[0050] The item information storage unit 222 is an example of a content information storage unit, and stores item information (content information) related to items as an example of content. The item information stored in the item information storage unit 222 is composed of various data shown below.
[0051] FIG. 5 is a configuration diagram showing an example of item information. The item information shown in FIG. 5 has, as items, an item ID, a name, a rarity, functions / effects, a price, and the like.
[0052] The item ID is information for uniquely identifying various items. The name is information indicating the item name. The rarity is information indicating the rarity (scarcity value) of the item. Here, any one of multiple levels of rarity is preset.
[0053] Functions / effects have information set regarding the functions each item has and the effects of each item. The price is information indicating the price set for items that can be obtained by the user. Note that the price (zero) is set not only for paid items (charged items) but also for free items (non-charged items).
[0054] The user information storage unit 223 stores user information regarding users who play the puzzle game. The user information stored in the user information storage unit 223 is composed of various data shown below.
[0055] FIG. 6 is a configuration diagram showing an example of user information. The user information shown in FIG. 6 has, as items, a user ID, a name, a rank, a user difficulty level, possessed items, battle points, battle information, the number of consecutive successful one-shot clears, the number of consecutive failed one-shot clears, and the like.
[0056] The user ID is information for uniquely identifying a user. The name is information indicating the user name. The rank is information indicating the user's rank. In this embodiment, the user's rank is configured to increase as the user clears more game stages.
[0057] The user difficulty level is information indicating the difficulty level set for the user's own operation skills. Here, among the multiple levels of difficulty, the level corresponding to the user's operation skills is set. The user difficulty level is configured to vary depending on the superiority or inferiority of the user's operation skills. In this embodiment, for example, as a result of the user playing many game stages and achieving a certain number of consecutive one-shot clears, the user's difficulty level increases. As the user difficulty level increases, it becomes more difficult for advanced users with high operation skills to achieve a one-shot clear.
[0058] The items in possession are information indicating one or more items that the user currently possesses among the multiple items set in the item information stored in the item information storage unit 222. Here, as shown in parentheses in the figure, the number of items in possession that the user currently has is also set.
[0059] The battle points are information indicating the quantity of game points that the user currently possesses. In this embodiment, when the user selects a game stage, the user can play the selected game stage by consuming the same amount of points as the consumption points set for the selected game stage from their own battle points.
[0060] The battle information is information regarding the battle situation of the user playing the puzzle game at each game stage. This battle information is composed of various data described later.
[0061] The number of consecutive successful one-shot clears is information indicating the number of consecutive times the user has successfully achieved a one-shot clear up to the current point as a result of playing one or more types of game stages multiple times. It is updated every time a one-shot clear is successfully consecutive, and is reset when the consecutive success of the one-shot clear ends or when the number of consecutive times reaches a predetermined number.
[0062] The number of consecutive single-clear failures indicates information on the number of consecutive times the user has failed a single clear as a result of playing one or more game stages multiple times. It is updated each time a single-clear failure occurs consecutively and is reset when the consecutive single-clear failures end or when the number of consecutive times reaches a predetermined number.
[0063] FIG. 7 is a configuration diagram showing an example of battle information. The battle information shown in FIG. 7 has items such as battle ID, play date and time, game stage, clear status, single clear, chain number, continuation count, play count, etc.
[0064] The battle ID is information for uniquely identifying a battle in the game stage played by the user. The play date and time is information indicating the date and time when the user played the game stage. The clear status is information indicating whether the user has cleared the game stage.
[0065] The single clear is information indicating whether the user has cleared the game stage in one attempt. In this embodiment, for example, when the user can clear the game stage without continuation or when the user can clear it on the first play of the game stage, it can be set in the battle information as having cleared the game stage in one attempt.
[0066] The chain number is information indicating the number of chains established during the play of the game stage. The continuation count is information indicating the number of times the user has continued when playing the game stage. The play count is information indicating the number of times the user has played the game stage so far.
[0067] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0068] <Client Terminal> FIG. 8 is a functional block diagram showing an example of the client terminal 10 according to this embodiment. The client terminal 10 according to this embodiment is realized by, for example, the functional blocks shown in FIG. 8.
[0069] The client terminal 10 according to this embodiment realizes a client control unit 100, a client storage unit 120, a client communication unit 140, an operation input reception unit 150, and a screen display unit 160 by executing a program.
[0070] The client control unit 100 has a function of executing various processes in the client terminal 10. This client control unit 100 includes a game control unit 101, a difficulty control unit 102, a display control unit 103, and a server access unit 104.
[0071] The game control unit 101 controls the progress of a battle-type puzzle game. The game control unit 101 according to this embodiment advances the puzzle game based on the user's operation skills in each game stage selected by the user. Also, when the user clears a game stage, the game of that game stage is ended, while if the user cannot clear it, the game is forced to end midway. Further, after the game is forced to end midway, based on the user's continue operation, the game in the game stage that could not be cleared is continued.
[0072] Also, the game control unit 101 according to this embodiment has an erasure unit 101a, a replenishment unit 101b, a chain counting unit 101c, and an attack processing unit 101d.
[0073] The erasure unit 101a executes a process of erasing blocks (objects) from the game field of the puzzle game. The erasure unit 101a according to this embodiment not only erases the blocks designated by the user, but also collectively erases a predetermined number or more of blocks (also referred to as "chain blocks") for which a chain has been established.
[0074] The replenishment unit 101b executes a process of replenishing blocks in the game field of the puzzle game. The replenishment unit 101b according to the present embodiment replenishes new blocks in the blank area of the game field that has occurred when blocks are erased by the erasure unit 101a.
[0075] The chain counting unit 101c counts the number of chained blocks erased from the game field due to the establishment of a chain as the chain number. The chain counting unit 101c according to the present embodiment increments the chain number from 0 to 1 when the first chained block is erased from the game field due to the establishment of the first chain. When the first chained block is erased, there may be a case where the next chain is established due to the rearrangement of other blocks accompanying it. In this case, the chain counting unit 101c increments the chain number from 1 to 2 when the second chained block is erased from the game field.
[0076] The attack processing unit 101d executes a process of determining the attack power for inflicting damage on the opponent in the puzzle game. The attack processing unit 101d according to the present embodiment calculates the user's attack power based on the chain number counted by the chain counting unit 101c, and subtracts the HP of the character serving as the opponent by inflicting damage corresponding to the user's attack power.
[0077] The difficulty control unit 102 controls the difficulty in the puzzle game. The difficulty control unit 102 according to the present embodiment controls the user difficulty so as to vary depending on the superiority or inferiority of the user's operation skills. For example, as a result of the user playing many game stages and achieving a predetermined number of consecutive one-shot clears, the user difficulty is increased so that it becomes more difficult for the user to clear the game stage thereafter.
[0078] The display control unit 103 controls the screen display of the client terminal 10 according to the progress of the puzzle game in each game stage. The display control unit 103 according to the present embodiment generates data for various screens, for example, according to the progress of the puzzle game by the game control unit 101, and displays on the screen of the client terminal 10 the state in which the puzzle game progresses one after another.
[0079] When access to the server device 20 is required during the process of various processes executed by the game control unit 101, etc., the server access unit 104 transmits various process requests to the server device 20 and receives process results, etc. from the server device 20 as a response.
[0080] The operation input reception unit 150 receives operation inputs from a user who operates the client terminal 10. The operation input reception unit 150 according to the present embodiment receives operation inputs from the user via the touch panel when a touch operation on the screen is performed by the user.
[0081] The client storage unit 120 stores installed applications (such as game programs), various programs and various data required in the client terminal 10 (for example, similar to the server device 20, game stage information, item information, user information, etc. including various information acquired from the server device 20). That is, the client storage unit 120 also functions as a game stage information storage unit, an item information storage unit, and a user information storage unit.
[0082] The client communication unit 140 communicates with the server device 20 via the network N.
[0083] The screen display unit 160 performs screen display of the client terminal 10 by receiving a control signal from the display control unit 103.
[0084] As described above, in the information processing system 1 according to the present embodiment, the client terminal 10 performs game control, difficulty control, display control, etc., but the server device 20 may perform various controls. Specifically, while at least a part of the game control unit, the difficulty control unit, and the display control unit is not provided in the client control unit 100 of the client terminal 10, it may be configured to be provided in the server control unit 200 of the server device 20.
[0085] Also, as described above, in the information processing system 1 according to the present embodiment, the client control unit 100 of the client terminal 10 is of an application type that performs processing related to the puzzle game based on the installed application (game program). FIG. 8 shows an example of the application type. Note that the client control unit 100 of the client terminal 10 may be of a browser type that receives page data described in HTML (Hyper Text Markup Language) or the like and scripts included in the page data from the server device 20 and performs processing related to the puzzle game.
[0086] <<System Overview>> Here, an overview of the information processing system 1 in the present embodiment will be described. The information processing system 1 in the present embodiment provides a competitive puzzle game.
[0087] <Competitive Puzzle Game> In the puzzle game in the present embodiment, a plurality of playable game stages are prepared. When the user selects any one of the plurality of game stages and starts the game, the user can play against a character associated with the selected game stage. A time limit (for example, 120 seconds) is set for the battle with the character in the game stage.
[0088] In the puzzle game in the present embodiment, a grid-like game field is used. The game field in the present embodiment is formed by, for example, a 6-row 8-column matrix. A variety of blocks (for example, 4 types) are arranged in the 6-row 8-column matrix, and a total of 48 blocks are arranged.
[0089] The user can specify one or more blocks to be eliminated in the game field. The blocks specified by the user are eliminated, creating blank areas in the game field. Since other blocks flow into the blank areas, the arrangement of the blocks in the game field is changed as the blocks are eliminated. When a predetermined number or more (for example, 4 or more) of the same type of blocks are adjacent to each other in the game field, a chain is formed. The predetermined number or more of blocks (chain blocks) that make up the chain are eliminated all at once, and accordingly, the arrangement of the blocks in the game field is changed again.
[0090] Each time a chain is formed, the user's attack power is accumulated. Note that the user's attack power increases acceleratively according to the number of chains. The HP (health value) of the character serving as the opponent in the battle is subtracted according to the accumulated attack power. Also, the user's HP (health value) is subtracted by a predetermined attack from the character serving as the opponent in the battle.
[0091] When the user plays a puzzle game in the game stage and the clear success condition set for the game stage is met, the user is given a clear reward, and the game in that game stage ends. For example, if the user reduces the HP of the character serving as the opponent to zero, or if the user has more HP remaining than the character serving as the opponent at the end of the time limit, the clear success condition is met.
[0092] When the user plays a puzzle game in the game stage and the clear failure condition set for the game stage is met, the game in that game stage is forcibly terminated midway. For example, if the user's HP becomes zero within the time limit, or if the character serving as the opponent has more HP remaining than the user at the end of the time limit, the clear failure condition is met.
[0093] After the game in the game stage is forcibly terminated midway, the game in the game stage that could not be cleared can be continued by satisfying the continuation condition. For example, if the user selects and uses an item for continuation from the items they possess, the continuation condition is satisfied. Note that simply performing a continuation operation by the user may also be regarded as satisfying the continuation condition.
[0094] <Continuous generation of chain blocks> The continuous generation of chain blocks in this embodiment will be specifically described with reference to FIGS. 9 to 10. FIG. 9 is a diagram showing the screen transition (first half) until chain blocks are continuously generated in the game field. FIG. 10 is a diagram showing the screen transition (second half) until chain blocks are continuously generated in the game field.
[0095] As shown in FIG. 9A, the game field in this embodiment is partitioned into 6 rows and 8 columns, and a total of 48 blocks are laid out in each area. The blocks in this embodiment are of four types: circular, triangular, star-shaped, and pentagonal. Note that it is not limited to these four types, and there may be three or fewer types, or five or more types.
[0096] The user can specify any block among the blocks arranged in the game field. This specification can be performed by a tap operation on any block. Also, if there are a predetermined number of adjacent blocks, they can be specified together. This specification can be performed by a swipe operation on a predetermined number of adjacent blocks. The erasing unit 101a erases the blocks specified by the user from the game field. The display control unit 103 performs a block erasing effect in the game field.
[0097] In the game field, a chain is formed when four or more blocks of the same type are lined up adjacent to each other vertically or horizontally. When the erasure unit 101a determines that a chain has been formed, it erases the chain blocks from the game field all at once. The display control unit 103 performs an erasure effect of the chain blocks in the game field. Hereinafter, a specific example when the chain blocks are continuously erased will be described.
[0098] First, as shown in FIG. 9B, assume that the user designates a triangular block (the block shown as a black triangle in the figure) as the erasure target. The user can designate it by tapping the triangular block to be erased. When the triangular block to be erased is erased from the game field, as shown in FIG. 9C, the four blocks stacked on top of the erased triangular block fall as they are.
[0099] Next, when only one triangular block (the black triangular block) is erased in FIGS. 9B and 9C and the four blocks above it fall, as shown in FIG. 10A, four pentagonal blocks of the same type (the blocks shown as black pentagons in the figure) are arranged adjacent to each other, forming chain blocks. The erasure unit 101a erases the chain blocks formed by the four pentagonal blocks (black pentagonal blocks) from the game field all at once. When the chain blocks are erased from the game field, as shown in FIG. 10B, a total of six blocks stacked on top of the erased chain blocks fall as they are. The chain counter 101c increments the chain count from 0 to 1.
[0100] Next, in FIGS. 10A and 10B, when the chain blocks (four black pentagonal blocks) are collectively erased and the six blocks above them fall, as shown in FIG. 10C, four star-shaped blocks of the same type (the blocks shown in black stars in the figure) are arranged adjacent to each other, forming a new chain block. The erasure unit 101a collectively erases the chain block formed by the four star-shaped blocks (black star-shaped blocks) from the game field. The chain counting unit 101c increments the chain count from 1 to 2.
[0101] In this way, the first chain block (four black pentagonal blocks) is erased, establishing a new chain, and the second chain block (four black star-shaped blocks) is continuously erased.
[0102] During the period when chains occur singly or continuously, that is, during the period when the screen displays the effect of the chain blocks disappearing and the effect of new blocks being replenished as the chain blocks disappear (hereinafter also referred to as the "chain period"), the user cannot intervene in the chain in the game field, such as touching and specifying a block or touching and erasing a block. The more chains there are, the more the user's attack power is accumulated. When there are no new chain blocks left, the replenishment unit 101b replenishes blocks in the empty areas of the game field, and 48 blocks are again spread out on the game field. Which type of block to replenish may be randomly determined. There may also be a possibility of forming new chain blocks due to the replenishment. As long as a chain is established, the chain period continues until a stable state is reached where no new chain blocks are formed.
[0103] As described above, when the block designated by the user is erased, the arrangement of the blocks in the game field changes. When a chain of blocks is formed due to the change in the block arrangement, the chain of blocks is erased. When the chain of blocks is erased, the arrangement of the blocks in the game field changes again. If a new chain of blocks is formed here, the same process is executed. When no more chain of blocks is formed, the replenishment unit 101b replenishes the game field with blocks. With replenishment, if a new chain of blocks is formed, the chain continues. When the chain period ends, the attack processing unit 101d calculates the accumulated attack power of the user according to the number of chains and calculates the damage to be given to the character serving as the opponent in the battle. According to this result, the HP of the character serving as the opponent in the battle is subtracted.
[0104] <One-shot Clear and Difficulty Change> In the puzzle game according to the present embodiment, as a result of the user playing one or more types of game stages multiple times, the user difficulty of the user fluctuates based on whether or not a predetermined number of consecutive one-shot clears have been achieved.
[0105] In the present embodiment, when the game stage can be cleared without continuation, when it can be cleared at the first play of the game stage, or when it is a combination of these cases, etc., it is regarded as a one-shot clear. Note that it is not limited to these cases, and it is also possible to regard other cases as one-shot clears.
[0106] For example, when a high-level user with high operation skills clears the game stage without continuation, clears the game stage at the first play, or a combination of these continues for a predetermined number of times, the user difficulty is increased so that it becomes difficult for the high-level user to clear the game stage.
[0107] When the user difficulty level is increased, for example, during gameplay in a future game stage, when replenishing blocks in the empty areas that occur in the game field, various blocks are replenished based on the arrangement status of various blocks in the game field so that chain formation becomes difficult. Note that this is not the only way, and it is also possible to increase the user difficulty level using other methods such as shortening the time limit of the game stage compared to normal.
[0108] Advanced users will want to demonstrate their operational skills because they can no longer easily clear the stage due to the increase in their user difficulty level. Therefore, it is possible to improve the play motivation, which in turn leads to continuous play of the puzzle game, and thus suppress user churn caused by one-shot clearance.
[0109] Also, for example, when a beginner user with low operational skills cannot clear the game stage without continuing, cannot clear the game stage on the first play, or when a predetermined number of these combinations occur continuously, the difficulty level is decreased so that the beginner user can easily clear the game stage.
[0110] When the user difficulty level is decreased, for example, during gameplay, when replenishing blocks in the empty areas that occur in the game field, various blocks are replenished based on the arrangement status of various blocks in the game field so that chain formation becomes easy. Note that this is not the only way, and it is also possible to decrease the user difficulty level using other methods such as lengthening the time limit of the game stage compared to normal.
[0111] Beginner users can feel that their skills have improved because they can easily clear the stage due to the decrease in their user difficulty level. Therefore, they can play with confidence, which in turn leads to continuous play of the puzzle game, and thus it is possible to suppress user churn caused by one-shot clearance.
[0112] <<System Operation>> The operation of the information processing system 1 in this embodiment will be described with reference to FIGS. 11 to 12. FIG. 11 is a flowchart showing an operation example of the information processing system 1 in this embodiment. FIG. 12 is an image diagram showing an example of the game stage selection screen in this embodiment.
[0113] As shown in FIG. 11, the display control unit 103 of the client terminal 10 performs control to generate a game stage selection screen 500 in which game stages to be played by the user are listed and display it on the screen display unit 160 (step S11).
[0114] As shown in FIG. 12, the game stage selection screen 500 includes a game stage display area 501 in which game stages are listed and a possession point display area 503 in which the user's possession points are displayed.
[0115] Selection buttons 502 are arranged in the game stage display area 501 in association with each game stage. The selection buttons 502 are configured to have different display modes when selected and when not selected. A selection confirmation button 504 for confirming the selection of the game stage selected by the selection button 502 is arranged in the possession point display area 503.
[0116] The user taps the selection button 502 to select a game stage to be played from among the plurality of game stages listed, and then taps the selection confirmation button 504 to confirm the selection of that game stage.
[0117] Next, as shown in FIG. 11, the game control unit 101 of the client terminal 10 advances the puzzle game at the game stage selected and confirmed by the user tapping the selection confirmation button 504 (step S12).
[0118] Specifically, based on the game stage information and user information, the game control unit 101 subtracts from the user's points the same amount of points as the consumption points of the selected and confirmed game stage, and then advances the battle with the character set in the selected and confirmed game stage in response to the operation skills using the touch panel by the user.
[0119] Next, during the battle with the character set in the selected and confirmed game stage, the game control unit 101 of the client terminal 10 determines whether the clear success condition set for the selected and confirmed game stage is satisfied based on the game stage information (step S13).
[0120] Specifically, the game control unit 101 calculates the user's attack power based on the chain count counted each time the user establishes a chain, subtracts the HP of the character by inflicting damage corresponding to the user's attack power, and also subtracts the user's HP by a predetermined attack from the character. Then, if the HP of the character becomes zero or the user has more HP left than the character at the end of the time limit, the game control unit 101 determines that the clear success condition is satisfied.
[0121] If the game control unit 101 of the client terminal 10 determines that the clear success condition is not satisfied (step S13: NO), it proceeds to step S18 described later. On the other hand, if it determines that the clear success condition is satisfied (step S13: YES), it ends the game in the selected and confirmed game stage on the assumption that the user has cleared the selected and confirmed game stage, updates the user information of the user, and then proceeds to the next step S14.
[0122] Next, when the clear success condition set for the selected and confirmed game stage is satisfied, the game control unit 101 of the client terminal 10 grants the clear reward set for the selected and confirmed game stage to the user based on the game stage information (step S14).
[0123] Next, when the difficulty control unit 102 of the client terminal 10 determines that the clear success condition set for the selected and confirmed game stage is satisfied, it determines whether the current clear of the selected and confirmed game stage is a one-shot clear (step S15).
[0124] Specifically, based on the game stage information and user information, the difficulty control unit 102 determines that it is a one-shot clear when the selected and confirmed game stage can be cleared without continuation. Note that when the selected and confirmed game stage can be cleared at the first play, it may be determined as a one-shot clear, or in the case of a combination of these, it may also be determined as a one-shot clear.
[0125] Then, when the difficulty control unit 102 of the client terminal 10 determines that it is not a one-shot clear (step S15: NO), it ends the process of the flowchart shown in FIG. 11. On the other hand, when it determines that it is a one-shot clear (step S15: YES), it updates the user information of the user and proceeds to the next step S16.
[0126] Next, when the current clear of the selected and confirmed game stage by the difficulty control unit 102 of the client terminal 10 is a one-shot clear, it determines based on the user information whether the user's one-shot clears have continued for a predetermined number of times (for example, whether the user's one-shot clears have continued for 5 consecutive times) (step S16).
[0127] Then, when the difficulty control unit 102 of the client terminal 10 determines that the user's one-shot clears have not continued for a predetermined number of times (step S16: NO), it ends the process of the flowchart shown in FIG. 11. On the other hand, when it determines that the user's one-shot clears have continued for a predetermined number of times (step S16: YES), it updates the user information of the user and proceeds to the next step S17.
[0128] Next, when the difficulty control unit 102 of the client terminal 10 determines that a user has achieved a consecutive number of one-shot clears, it assumes that the user is an advanced user with high operation skills, and increases the user difficulty so that it becomes more difficult to clear the game stage in the future, and updates the user information of that user (step S17).
[0129] In this embodiment, when the user difficulty of the user of the client terminal 10 increases, for example, during the game play in a future game stage, when replenishing blocks in the empty area generated in the game field, based on the arrangement status of various blocks in the game field, various blocks are replenished so that it becomes difficult for a chain to be established. As a result, the higher the user difficulty, the more difficult it is for even an advanced user with high operation skills to clear in one shot.
[0130] Next, when the game control unit 101 of the client terminal 10 determines that the clear success condition set for the selected and confirmed game stage is not satisfied (step S13: NO), based on the game stage information, during the battle with the character set for the selected and confirmed game stage, it determines whether the clear failure condition set for the selected and confirmed game stage is satisfied (step S18).
[0131] Specifically, the game control unit 101 calculates the user's attack power based on the chain count counted each time the user establishes a chain, and subtracts the character's HP by applying damage corresponding to the user's attack power. Also, the user's HP is subtracted by a predetermined attack from the character. Then, if the user's HP becomes zero within the limited time or the character has more HP remaining than the user at the end of the limited time, the game control unit 101 determines that the clear failure condition is satisfied.
[0132] And when the game control unit 101 of the client terminal 10 determines that the clear failure condition is not satisfied (step S18: NO), it returns to the process of step S12 described above and continues to proceed with the puzzle game. On the other hand, when it determines that the clear failure condition is satisfied (step S18: YES), it forcibly terminates the game in the selected and confirmed game stage on the grounds that the user could not clear the selected and confirmed game stage, and proceeds to the next step S19.
[0133] Next, when the clear failure condition set for the selected and confirmed game stage is satisfied, the game control unit 101 of the client terminal 10 determines whether to continue the game in the forcibly terminated game stage (step S19).
[0134] Specifically, after forcibly terminating the game in the selected and confirmed game stage, the game control unit 101 determines whether the continuation condition is satisfied. For example, when the user uses a continuation item in their possession, it is determined that the continuation condition is satisfied.
[0135] And when the game control unit 101 of the client terminal 10 determines to continue the game in the forcibly terminated game stage (step S19: YES), it returns to the process of step S12 described above, updates the user information of the user, and then continues to proceed with the puzzle game. On the other hand, when it determines not to continue the game in the forcibly terminated game stage (step S19: NO), since it is determined that the user could not clear the selected and confirmed game stage, it ends the game in the selected and confirmed game stage, updates the user information of the user, and proceeds to the next step S20.
[0136] Next, when the difficulty control unit 102 of the client terminal 10 does not continue the game at the game stage where it was forcibly terminated, it determines based on the user information whether or not the user has had a consecutive predetermined number of single-clear failures (for example, whether or not the user has had 5 consecutive single-clear failures) (step S20).
[0137] Specifically, when the difficulty control unit 102 cannot clear the selected and confirmed game stage without continuation based on the game stage information and the user information, it determines that the single-clear has failed, and then determines whether or not the failures of the single-clears have continued for a predetermined number of times. In addition, when the user could not clear the game stage at the first play of the selected and confirmed game stage, or in the case of a combination of these, after determining that the single-clear has failed, it may also be determined whether or not the failures of the single-clears have continued for a predetermined number of times.
[0138] Then, when the difficulty control unit 102 of the client terminal 10 determines that the user's single-clear failures have not continued for a predetermined number of times (step S20: NO), it ends the processing of the flowchart shown in FIG. 11. On the other hand, when it determines that the user's single-clear failures have continued for a predetermined number of times (step S20: YES), it updates the user information of the user and proceeds to the next step S21.
[0139] Next, when the user's single-clear failures have continued for a predetermined number of times, the difficulty control unit 102 of the client terminal 10 assumes that the user is a beginner user with low operation skills, lowers the user difficulty so that it will be easier to clear the game stage in the future, and updates the user information of the user (step S21).
[0140] In this embodiment, when the user difficulty level of the client terminal 10 decreases, for example, when replenishing blocks in the empty area generated in the game field during gameplay in a future game stage, the game control unit 101 of the client terminal 10 replenishes various blocks based on the arrangement status of various blocks in the game field so that chain formation becomes easier. As a result, the lower the user difficulty level, the easier it is for even a beginner user with low operation skills to clear the game stage in one attempt.
[0141] As described above, according to the information processing system 1 according to this embodiment, by increasing the difficulty level for advanced users with high operation skills, it becomes impossible for advanced users to easily clear the game stage in one attempt, and they will want to demonstrate their operation skills, so the play motivation can be improved. Also, by decreasing the difficulty level for beginner users with low operation skills, beginner users can easily clear the game stage in one attempt and can feel that their own skills have improved, so they can play with confidence. As a result, it is possible to suppress user churn caused by clearing the game stage in one attempt.
[0142] ===Other Embodiments=== The foregoing embodiments are for facilitating the understanding of the present invention and are not for limiting and interpreting the present invention. The present invention can be changed and improved without departing from its spirit, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention. That is, the present invention can also be configured by appropriately combining the foregoing embodiments and the following embodiments.
[0143] Also, it is possible to configure various inventions by appropriately combining a plurality of invention specific matters disclosed in the foregoing embodiments. For example, an invention may be configured by deleting some invention specific matters from all the invention specific matters disclosed in the foregoing embodiments, or an invention may be configured by appropriately combining the invention specific matters disclosed in the following embodiments with all the invention specific matters disclosed in the foregoing embodiments.
[0144] <Clear success conditions> In the foregoing embodiments, it may be a clear success condition that the number of chains reaches a predetermined number or more within the time limit, or that a predetermined number or more of blocks are erased within the time limit.
[0145] Also, in the foregoing embodiments, when the user plays a puzzle game in the game stage, an upper limit on the number of times of the designation operation may be provided when specifying the block to be erased by a tap operation or a swipe operation (that is, an upper limit may be provided on the number of steps of the designation operation). In this case, it may be a clear success condition that the total number of designation operations performed by the user until the opponent's HP reaches zero is within the upper limit.
[0146] Also, in the foregoing embodiments, respective clear success conditions may be set for each game stage, or the same clear success condition may be set for all game stages.
[0147] <Clear failure conditions> In the foregoing embodiments, it may be a clear failure condition that the number of chains does not reach a predetermined number or more within the time limit, or that a predetermined number or more of blocks cannot be erased within the time limit.
[0148] Also, in the foregoing embodiments, when the user plays a puzzle game in the game stage, an upper limit on the number of times of the designation operation may be provided when specifying the block to be erased by a tap operation or a swipe operation (that is, an upper limit may be provided on the number of steps of the designation operation). In this case, it may be a clear failure condition that the opponent's HP cannot be reduced to zero even when the user's designation operation reaches the upper limit.
[0149] Also, in the foregoing embodiments, respective clear failure conditions may be set for each game stage, or the same clear failure condition may be set for all game stages.
[0150] <Decrease in difficulty> In the foregoing embodiments, the user difficulty level may be reduced by decreasing the number of types of blocks to be replenished in the empty areas generated in the game field.
[0151] Also, in the foregoing embodiments, when replenishing blocks in a lump in the empty areas generated in the game field, the same type of blocks are made more likely to be replenished in a lump, and the chain of blocks is made more likely to occur, so that the user difficulty level may be reduced.
[0152] Also, in the foregoing embodiments, when replenishing blocks in the empty areas generated in the game field, based on the arrangement status of various blocks in the game field, the same type of blocks as the most numerous type of blocks in the game field are made more likely to be replenished, and the chain of blocks is made more likely to occur, so that the user difficulty level may be reduced.
[0153] Also, in the foregoing embodiments, the appearance probability (drop rate) set in association with various blocks is adjusted so that some types of blocks are more likely to be replenished in the empty areas of the game field and the remaining types of blocks are less likely to be replenished in the empty areas of the game field, so that specific types of blocks are made to gather nearby and the chain of blocks is made more likely to occur, so that the user difficulty level may be reduced.
[0154] Also, in the foregoing embodiments, the user difficulty level may be reduced by arranging assistance blocks for assisting the user's operation skills in the game field. By the user designating the assistance blocks in the game field, many blocks are erased at once over a wide area by an explosion or the like.
[0155] Also, the user difficulty level may be reduced by giving an item for enabling the arrangement of assistance blocks in the game field. The user can cause the assistance blocks to appear in the game field by using the item at an arbitrary timing.
[0156] In the above-described embodiment, the game control unit 101 of the client terminal 10 may lower the user difficulty level by extending the time limit during gameplay in the game stage (for example, extending the remaining time by 5 seconds).
[0157] In the above-described embodiment, when the user plays a puzzle game in the game stage in the future, the user difficulty level may be lowered by setting a time limit longer than the normal time limit (for example, 120 seconds) (for example, 130 seconds).
[0158] In the above-described embodiment, when the user plays a puzzle game in the game stage, an upper limit may be set for the number of times of the designation operation when specifying a block to be erased by a tap operation or a swipe operation (that is, an upper limit may be set for the number of steps of the designation operation). In this case, the user difficulty level may be lowered by setting an upper limit number of times larger than the normal upper limit number of times (for example, 30 times) (for example, 40 times).
[0159] In the above-described embodiment, when the user purchases and uses a paid item (charged item), the user difficulty level of the user may be lowered. An item for arranging the above-described assistance block in the game field may be a paid item. Even a user who has given up on clearing in one shot can lower the user difficulty level and make it easier to clear in one shot by simply purchasing a paid item, so that it is possible to improve the play motivation.
[0160] In the above-described embodiment, when a certain number of consecutive failures of clearing in one shot occur in the game stage, the stage difficulty level may be lowered instead of the user difficulty level, or the stage difficulty level may be lowered together with the user difficulty level. When the stage difficulty level is lowered, parameters such as the HP of the character set in the game stage are decreased from the initial value. Also, the time limit set for the game stage is increased, or the upper limit number of times of the above-described designation operation is increased, or both are increased.
[0161] <Increase in Difficulty> In the foregoing embodiments, the user difficulty level may be increased by increasing the number of types of blocks to be replenished in the empty areas generated in the game field.
[0162] Also, in the foregoing embodiments, when replenishing blocks in a lump in the empty areas generated in the game field, it is made difficult for blocks of the same type to be replenished in a lump, and by making it difficult for block chains to be formed, the user difficulty level may be increased.
[0163] Also, in the foregoing embodiments, when replenishing blocks in the empty areas generated in the game field, based on the arrangement status of various blocks in the game field, blocks of the same type as the type of block with the least number in the game field are made easier to be replenished, and by making it difficult for block chains to be formed, the user difficulty level may be increased.
[0164] Also, in the foregoing embodiments, by adjusting the appearance probability (drop rate) set in association with various blocks so that various types of blocks are evenly replenished in the empty areas of the game field, it is made so that blocks of the same type do not gather close to each other as much as possible, and by making it difficult for block chains to be formed, the user difficulty level may be increased.
[0165] Also, in the foregoing embodiments, the user difficulty level may be increased by arranging obstructive blocks for obstructing the user's operation skills in the game field. Even if the user designates an obstructive block in the game field, it cannot be temporarily erased.
[0166] Also, in the foregoing embodiments, the game control unit 101 of the client terminal 10 may increase the user difficulty level by shortening the time limit during game play in the game stage (for example, shortening the remaining time by 5 seconds).
[0167] In addition, in the foregoing embodiment, when the user plays a puzzle game in the game stage in the future, the user difficulty level may be increased by setting a time limit shorter than the normal time limit (for example, 120 seconds), such as 100 seconds.
[0168] In addition, in the foregoing embodiment, when the user plays a puzzle game in the game stage, an upper limit on the number of times of the designation operation may be provided when specifying a block to be erased by a tap operation or a swipe operation (that is, an upper limit on the number of steps of the designation operation may be provided). In this case, the user difficulty level may be increased by setting the upper limit number of times to be less than the normal upper limit number of times (for example, 30 times), such as 20 times.
[0169] In the foregoing embodiment, when a predetermined number of consecutive successful one-shot clearances occur in the game stage, the stage difficulty level may be increased instead of the user difficulty level, or the stage difficulty level may be increased together with the user difficulty level. When the stage difficulty level is increased, parameters such as the HP of the character set in the game stage are increased from the initial value. Also, the time limit set for the game stage is reduced, or the upper limit number of times of the above-described designation operation is reduced, or both are reduced.
[0170] <Secrecy of difficulty change> In the foregoing embodiment, the difficulty control unit 102 may lower the user difficulty level so that the user can easily clear the game stage without notifying the user that the user difficulty level has been lowered. In this case, it is preferable to display a screen that explains to the user in advance that the difficulty level automatically changes in this way.
[0171] For example, without displaying a message notifying that the user difficulty level has decreased on the game screen during play, the user difficulty level may be decreased by adjusting the appearance probability (drop rate) of various blocks as described above.
[0172] By not notifying the user and making the user recognize that they were able to clear it in one attempt not because the user difficulty level decreased, but because their own skills improved, the user can be made to have confidence. As a result, since the user's willingness to play can be improved, it becomes possible to suppress the user leaving due to the factor of clearing in one attempt.
[0173] Also, in the above-described embodiment, the difficulty control unit 102 may increase the user difficulty level without notifying the user that the user difficulty level has been increased, so that it becomes more difficult for the user to clear the game stage. In this case, it is preferable to display a screen that explains to the user in advance that the difficulty level automatically changes in this way.
[0174] For example, without displaying a message notifying the user that the user difficulty level has increased on the game screen during play, the user difficulty level may be increased by adjusting the appearance probability (drop rate) of various blocks as described above.
[0175] If the user can clear it in one attempt without being notified that the user difficulty level has increased, the user can be made to have even more confidence. As a result, since the user's willingness to play can be improved, it becomes possible to suppress the user leaving due to the factor of clearing in one attempt.
[0176] Also, in the above-described embodiment, instead of keeping secret that the user difficulty level has been decreased or increased, the user may be deliberately notified. For example, a message notifying that the user difficulty level has decreased or increased may be displayed on the game screen during play. Also, for example, by placing the above-described assistance blocks on the game field, it may be notified that the user difficulty level has decreased, and by placing the above-described obstructive blocks on the game field, it may be notified that the user difficulty level has increased.
[0177] <Type of block> In the foregoing embodiments, the case of classification according to the shape of the blocks (circular, triangular, star-shaped, pentagonal, etc.) has been described, but classification may also be performed according to the color of the blocks (red, blue, yellow, green, etc.). Further, the types of blocks may be distinguished by a combination of shape and color.
[0178] <Game> In the foregoing embodiments, a competitive puzzle game has been taken as an example, but it is not limited to the competitive type. Also, it is not limited to a puzzle game, and for example, a sports game or an action game in which a plurality of game stages to be cleared are prepared may be used.
[0179] Further, in the foregoing embodiments, consumption points may not be set for each game stage, and a game that can be played without consuming the user's possessed points may also be used.
Explanation of Signs
[0180] 1 Information processing system 10 Client terminal 20 Server device 50 Computer 51 CPU 52 RAM 53 ROM 54 Communication interface 55 Input device 56 Display device 57 External interface 58 HDD 100 Client control unit 101 Game control unit 101a Erase unit 101b Replenishment unit 101c Chain counting unit 101d Attack processing unit 102 Difficulty control unit 103 Display control unit 104 Server access unit 120 Client storage unit 140 Client communication unit 150 Operation input reception unit 160 Screen display unit 200 Server control unit 201 Request processing unit 202 Information management unit 220 Server memory unit 221 Game stage information memory unit 222 Item information memory unit 223 User information memory unit 240 Server communication unit 500 Game stage selection screen 501 Game stage display area 502 Selection button 503 Held point display area 504 Selection confirmation button B bus line N network
Claims
【Claim 1】 A computer, A game control means for controlling the progress of a game played by the user in each game stage based on the user's operation, which ends the game when the user clears a game stage, forcibly terminates the game midway when the user cannot clear the game stage, and after forcibly terminating the game midway, continues the game in the game stage that could not be cleared. A difficulty control means for increasing the difficulty so that it becomes difficult for the user to clear a game stage when the user has continuously cleared the game without continuing for a predetermined number of times. A program for causing it to function as such.