Program
Patent Information
- Application Number
- JP2025080142
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-12
- Publication Date
- 2025-08-04
AI Technical Summary
Existing game systems require users to leave the game unplayed for a long time to reduce difficulty, leading to user alienation due to a lack of dynamic difficulty adjustment.
A program that adjusts game difficulty based on the user's play date, providing special days or periods with altered difficulty levels to enhance user experience and engagement, regardless of whether the play date is normal or special, allowing novice and advanced users to easily clear or struggle with challenges.
Enhances user engagement by providing dynamic difficulty adjustment, reducing user churn by offering challenging or accessible gameplay experiences based on user skill level and play date, thereby increasing motivation and continuous play.
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 that reduces the difficulty level of a game when the user plays, when the non-play time, which is the time when the user is not playing the game, is longer than a predetermined time (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In Patent Document 1, in order to reduce the difficulty level of the game, the user needs to leave the game unplayed for a long time. A method of allowing the user to experience a change in the difficulty level of the game by spending a long time such as leaving the game unplayed may lead to user alienation.
[0005] The present invention has been made in view of such circumstances, and an object thereof is to allow the user to easily experience a change in the difficulty level of the game and to suppress user alienation.
Means for Solving the Problems
[0006] The main invention of the present invention for solving the above problems is a computer, game control means for advancing the game based on the operation of the user, regardless of whether the game play date, which is the date when the user starts playing or the date during play, is a normal day or a special day other than a normal day, or regardless of whether it is within a normal period or within a special period outside the normal period. a difficulty level control means for lowering the difficulty level so that, when the user's game play date is a special day or within a special period, the user can more easily complete the game than when the game play date is within a normal day or period; 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]
[0007]
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Mode for Carrying Out the Invention
[0008] From the description of this specification and the accompanying drawings, at least the following matters become clear. That is, a computer, Regardless of whether the game play date, which is the day when the user starts playing or the day during play, is a normal day or a special day other than a normal day, or regardless of whether it is within a normal period or within a special period outside the normal period, game control means for advancing the game based on the operation of the user, Difficulty control means for lowering the difficulty so that the user can more easily clear the game when the user's game play date is a special day or within a special period, compared to when the game play date is a normal day or within a normal period, is a program for causing the computer to function as such. According to such a program, by providing a special day or special period with a lower difficulty, for example, for novice users with low operation skills, they can easily experience a change in difficulty such that they can relatively easily clear the game just by starting to play or being in the middle of playing during a special day or special period. Also, for novice users, such a successful experience of easily clearing the game can lead to continued play in the future, making it possible to suppress user churn.
[0009] Also, a computer, Regardless of whether the game play date, which is the day when the user starts playing or the day during play, is a normal day or a special day other than a normal day, or regardless of whether it is within a normal period or within a special period outside the normal period, game control means for advancing the game based on the operation of the user, Difficulty control means for increasing the difficulty so that the user has more difficulty clearing the game when the user's game play date is a special day or within a special period, compared to when the game play date is a normal day or within a normal period, is a program for causing the computer to function as such. According to such a program, by providing a special day or a special period with increased difficulty, for example, for advanced users with high operation skills, they can easily experience a change in difficulty such that it becomes relatively difficult to clear the game just by starting to play or while playing during the special day or special period. Also, for advanced users, such a challenging experience that makes them want to exert their operation skills will lead to continuous play in the future, making it possible to suppress user churn.
[0010] Also, for such a program, the difficulty control means may lower the difficulty so that the user can more easily clear the game when the user uses a paid item. According to such a program, even for a user who cannot easily clear the game, since using a paid item makes it easier to clear the game, it is possible to improve the user's play motivation.
[0011] Also, for such a program, the difficulty control means may lower the difficulty so that the user can more easily clear the game without notifying the user that the difficulty has been lowered. According to such a program, by not notifying the user that the difficulty has been lowered, the user can be made to recognize that they cleared the game not because the difficulty was lowered but because their own skills improved, so that the user can be given confidence. As a result, since the user's play motivation can be improved, it will lead to continuous play in the future, making it possible to suppress user churn.
[0012] Next, regardless of whether the game play date, which is the day the user starts playing or the day during play, is a normal day or a special day other than a normal day, or regardless of whether it is within the normal period or within a special period other than the normal period, a game control unit that advances the game based on the user's operations, and When the user's game play date is on a special day or within a special period, a difficulty control unit that lowers the difficulty so that the user can more easily clear the game compared to when the game play date is on a normal day or within a normal period. It is an information processing apparatus including According to such an information processing apparatus, it is possible to suppress user churn by allowing the user to easily experience changes in the difficulty of the game.
[0013] Also, regardless of whether the game play date, which is the day the user started playing or the day during play, is a normal day or a special day other than a normal day, or regardless of whether it is within a normal period or within a special period other than a normal period, a game control unit that advances the game based on the user's operations, When the user's game play date is on a special day or within a special period, a difficulty control unit that raises the difficulty so that the user has more difficulty clearing the game compared to when the game play date is on a normal day or within a normal period. It is an information processing apparatus including According to such an information processing apparatus, it is possible to suppress user churn by allowing the user to easily experience changes in the difficulty of the game.
[0014] ===Embodiment=== Hereinafter, in the program, information processing apparatus, information processing method, and 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 programs, information processing apparatuses, information processing methods, information processing systems, etc. that adopt games in which a user can play aiming to clear a game stage.
[0015] <<System Configuration>> FIG. 1 is a configuration diagram showing an example of an 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.
[0016] The client terminal 10 is a terminal device such as a smartphone, tablet, 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, and the like. The network N is the Internet or the like and includes a mobile radio base station or the like.
[0017] In addition to the client-server type information processing system 1 shown in FIG. 1, the present invention is also applicable 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.
[0018] <<Hardware Configuration>> <Client Terminal and Server Device> FIG. 2 is a hardware configuration diagram showing an example of a 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.
[0019] 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 connected to each other by a bus line B. In the server device 20, the input device 55 and the display device 56 may be connected and used when necessary.
[0020] The CPU 51 is an arithmetic device 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] The input device 55 is a device used by a user or an administrator to input various signals. The input device 55 in the present embodiment is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard, or a mouse.
[0025] The display device 56 is a device for displaying various information on a screen to a user or an administrator. The display device 56 in the present embodiment is, for example, a display such as a liquid crystal or an organic EL.
[0026] The external interface 57 is an interface for connectably communicating data with 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.
[0027] The HDD 58 is an example of a non-volatile storage device that stores programs and data. The programs and data to be stored include the OS, which is the basic software that controls the entire computer, and applications that provide various functions on the OS.
[0028] Note that instead of the HDD 58, a drive device that uses flash memory as a storage medium (for example, a solid state drive: SSD) may be used.
[0029] The client terminal 10 and the server device 20 according to this embodiment can realize various processes as described later by executing a program on the computer 50 having the hardware configuration described above.
[0030] <<Software Configuration>> <Server Device> FIG. 3 is a functional block diagram showing an example of the server device 20 according to this embodiment. The server device 20 according to this embodiment is realized by, for example, the functional blocks shown in FIG. 3.
[0031] The server device 20 according to this embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.
[0032] The server control unit 200 has a function of executing various processes in the server device 20. The server control unit 200 in this embodiment includes a request processing unit 201 and an information management unit 202.
[0033] The request processing unit 201 receives a request from the client terminal 10, performs processing corresponding to the received request, and transmits the processing result or the like to the client terminal 10 as a response.
[0034] 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. Also, the information management unit 202 refers to and updates user information and the like in response to requests from the request processing unit 201.
[0035] 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, a user information storage unit 223, and a schedule information storage unit 224.
[0036] 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.
[0037] 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.
[0038] 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.
[0039] 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 must consume the game points he or she has, and if the user's game points are insufficient, the user cannot play that game stage.
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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.
[0047] 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.
[0048] 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 prices (zero) are set not only for paid items (charged items) but also for free items (non-charged items).
[0049] 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.
[0050] 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, and the like.
[0051] 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.
[0052] The user difficulty level is information indicating the difficulty level set for the user. Here, among the multiple levels of difficulty, the level corresponding to the user's game play date is set. The user difficulty level is configured to vary not only depending on logging in on a special day or during a special period, but also depending on whether the user has started playing or is currently playing. In this embodiment, for example, when starting a game play on a normal day or during a normal period, it is set to "medium", which is the initial value, and when starting a game play on a special day or during a special period, it is set to "low", which is lower than "medium".
[0053] The possessed items are information indicating one or more items currently possessed by the user 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 possessed items currently possessed by the user is also set.
[0054] The battle points are information indicating the quantity of game points currently possessed by the user. 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 the user's own battle points.
[0055] 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.
[0056] Figure 7 is a configuration diagram showing an example of the battle information. The battle information shown in Figure 7 has items such as a battle ID, play date and time, game stage, clearance status, chain number, number of continuations, number of plays, etc.
[0057] The battle ID is information for uniquely identifying the 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 cleared the game stage or not.
[0058] The chain count is information indicating the number of chains established during the play of the game stage. The number of continuations is information indicating the number of times the user 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.
[0059] The schedule information storage unit 224 stores schedule information regarding schedules such as special days in the puzzle game. The schedule information stored in the schedule information storage unit 224 is composed of various data shown below.
[0060] FIG. 8 is a configuration diagram showing an example of schedule information. The schedule information shown in FIG. 8 has items such as a schedule ID, special days, normal days, special periods, normal periods, etc.
[0061] The schedule ID is information for uniquely identifying the date and time preset for the user to be able to play the game. The special day is information indicating a special day set so that the user can easily experience changes in difficulty. For example, the day the puzzle game was released, or monthly holidays, etc. can be set as special days. The normal day is information indicating a day other than the special day, that is, a normal day when the user can play with the initially set difficulty.
[0062] The special period is information indicating whether it is a special period set so that the user can easily experience changes in difficulty. For example, the elapsed period since the release of the puzzle game (e.g., 1 week, 1 month, 1 year, etc.) can be set as the special period. The normal period is information indicating whether it is a period other than the special period, that is, a normal period when the user can play with the initially set difficulty.
[0063] The server communication unit 240 has a function of communicating with the client terminal 10 via the network N.
[0064] <Client Terminal> FIG. 9 is a functional block diagram showing an example of the client terminal 10 according to the present embodiment. The client terminal 10 according to the present embodiment is realized by, for example, the functional blocks shown in FIG. 9.
[0065] The client terminal 10 according to the present 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.
[0066] 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.
[0067] The game control unit 101 controls the progress of a battle-type puzzle game. The game control unit 101 according to the present 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 forcibly terminated halfway. Further, after the game is forcibly terminated halfway, based on the user's continue operation, the game in the game stage that could not be cleared is continued.
[0068] Also, the game control unit 101 according to the present embodiment has an erasing unit 101a, a replenishing unit 101b, a chain counting unit 101c, and an attack processing unit 101d.
[0069] The elimination unit 101a executes a process of eliminating blocks (objects) from the game field of a puzzle game. The elimination unit 101a according to the present embodiment not only eliminates the blocks specified by the user, but also collectively eliminates a predetermined number or more of blocks (also referred to as "chain blocks") for which a chain has been established.
[0070] The replenishment unit 101b executes a process of replenishing blocks to the game field of a puzzle game. The replenishment unit 101b according to the present embodiment replenishes new blocks to the blank areas of the game field that occur when blocks are eliminated by the elimination unit 101a.
[0071] The chain counting unit 101c counts the number of chain blocks eliminated from the game field due to the establishment of a chain as the chain count. The chain counting unit 101c according to the present embodiment increments the chain count from 0 to 1 when the first chain block is eliminated from the game field due to the establishment of the first chain. When the first chain block is eliminated, a next chain may be established due to the rearrangement of other blocks associated therewith. In this case, the chain counting unit 101c increments the chain count from 1 to 2 when the second chain block is eliminated from the game field.
[0072] The attack processing unit 101d executes a process of determining the attack power for inflicting damage on an opponent in a puzzle game. The attack processing unit 101d according to the present embodiment calculates the user's attack power based on the chain count 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.
[0073] The difficulty control unit 102 controls the difficulty level in the puzzle game. The difficulty control unit 102 according to the present embodiment controls the user difficulty level so as to vary depending on whether the user has simply logged in on a special day or during a special period, or whether the user has actually started the game play or is in the middle of the game play. For example, when the user has started the game play or is in the middle of the game play on a special day or during a special period, the user difficulty level is set from the initial value of "medium" to "low", so that the user can clear the game stage more easily later by lowering the difficulty level. Note that, not limited to this, when the user has started the game or is in the middle of the game on a special day or during a special period, it is also possible to set the user difficulty level from the initial value of "medium" to "high", so that the user will have difficulty clearing the game stage later by raising the difficulty level.
[0074] 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 of various screens according to the progress of the puzzle game by the game control unit 101, and displays on the screen of the client terminal 10 how the puzzle game progresses one after another.
[0075] The server access unit 104 transmits various processing requests to the server device 20 and receives the processing results etc. from the server device 20 as a response when access to the server device 20 is required during the process of various processes executed by the game control unit 101.
[0076] The operation input reception unit 150 receives operation inputs from the 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.
[0077] The client memory 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, schedule information, etc. including various information acquired from the server device 20). That is, the client memory unit 120 also functions as a game stage information storage unit, an item information storage unit, a user information storage unit, and a schedule information storage unit.
[0078] The client communication unit 140 communicates with the server device 20 via the network N.
[0079] The screen display unit 160 performs screen display of the client terminal 10 by receiving a control signal from the display control unit 103.
[0080] 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.
[0081] 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 a puzzle game based on an installed application (game program). FIG. 9 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.
[0082] <<System Overview>> Here, the overview of the information processing system 1 in this embodiment will be described. The information processing system 1 in this embodiment provides a competitive puzzle game.
[0083] <Competitive puzzle game> In the puzzle game in this embodiment, a plurality of playable game stages are prepared. When the user selects one of the plurality of game stages and starts the game, the user can play against a character set in association with the selected game stage. A time limit (for example, 120 seconds) is set for the battle with the character in the game stage.
[0084] In the puzzle game in this embodiment, a grid-like game field is used. The game field in this embodiment is formed by, for example, a 6-row and 8-column matrix. A variety of blocks (for example, 4 types) are arranged in the 6-row and 8-column matrix, and a total of 48 blocks are arranged.
[0085] The user can specify one or more blocks to be erased in the game field. The blocks specified by the user are erased, and blank areas are created 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 erased. 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 erased together, and accordingly, the arrangement of the blocks in the game field is changed again.
[0086] 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.
[0087] When a user plays a puzzle game in a 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.
[0088] When a user plays a puzzle game in a 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 reaches 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.
[0089] After the game in the game stage is forcibly terminated midway, by fulfilling the continuation condition, the game in the game stage that could not be cleared can be continued. For example, if the user selects and uses an item for continuation from the items they possess, the continuation condition is met. Note that simply having the user perform a continuation operation may also be considered as fulfilling the continuation condition.
[0090] <Continuous generation of chain blocks> The continuous generation of chain blocks in this embodiment will be specifically described with reference to FIGS. 10 to 11. FIG. 10 is a diagram showing the screen transition (first half) until chain blocks are continuously generated in the game field. FIG. 11 is a diagram showing the screen transition (second half) until chain blocks are continuously generated in the game field.
[0091] As shown in FIG. 10A, 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 4 types: circular, triangular, star-shaped, and pentagonal. Note that it is not limited to these 4 types, and it may be 3 types or less, or 5 types or more.
[0092] The user can specify any of the blocks arranged in the game field. This specification can be made by tapping on any block. Also, if there are a predetermined number of adjacent blocks, they can be specified collectively. This specification can be made by swiping 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 an erasing effect of the blocks in the game field.
[0093] In the game field, a chain is formed when four or more blocks of the same type are arranged adjacent to each other vertically or horizontally. When the erasing unit 101a determines that a chain has been formed, it collectively erases the chained blocks from the game field. The display control unit 103 performs an erasing effect of the chained blocks in the game field. Hereinafter, a specific example when the chained blocks are continuously erased will be described.
[0094] First, as shown in FIG. 10B, assume that the user has specified a triangular block (the block shown as a black triangle in the figure) as the erasing target. The user can specify the triangular block to be erased by tapping on it. When the triangular block to be erased is erased from the game field, as shown in FIG. 10C, the four blocks stacked on top of the erased triangular block drop as they are.
[0095] Next, in FIGS. 10B and 10C, when only one triangular block (the black triangular block) is erased and the four blocks above it fall, as shown in FIG. 11A, four pentagonal blocks of the same type (the blocks shown as black pentagons in the figure) are arranged adjacent to each other, forming a chain block. The erasing unit 101a collectively erases the chain block formed by the four pentagonal blocks (the black pentagonal blocks) from the game field. When the chain block is erased from the game field, as shown in FIG. 11B, the total six blocks stacked on the erased chain block fall as they are. The chain counting unit 101c increments the chain count from 0 to 1.
[0096] Next, in FIGS. 11A and 11B, when the chain block (the four black pentagonal blocks) is collectively erased and the total six blocks above it fall, as shown in FIG. 11C, four star-shaped blocks of the same type (the blocks shown as black stars in the figure) are arranged adjacent to each other, forming a new chain block. The erasing unit 101a collectively erases the chain block formed by the four star-shaped blocks (the black star-shaped blocks) from the game field. The chain counting unit 101c increments the chain count from 1 to 2.
[0097] In this way, the first chain block (the four black pentagonal blocks) is erased, a new chain is established, and the second chain block (the four black star-shaped blocks) is continuously erased.
[0098] During the period when the chain is established either singly or continuously, that is, the period in which 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 higher the number of chains, 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 replenishment. As long as the chain is established, the chain period continues until a stable state is reached where no new chain blocks are formed.
[0099] As described above, when the block designated by the user is erased, the arrangement of the blocks in the game field changes. When chain blocks are formed due to the change in the block arrangement, the chain blocks are erased. When the chain blocks are erased, the block arrangement in the game field changes again. If new chain blocks are formed here, the same process is executed. When no more chain blocks are formed, the replenishment unit 101b replenishes blocks to the game field. If new chain blocks are formed due to the replenishment, the chain continues. When the chain period ends, the attack processing unit 101d calculates the user's accumulated attack power according to the number of chains and calculates the damage 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.
[0100] <Difficulty change> In the puzzle game according to this embodiment, the user's difficulty level fluctuates based on whether the game play date, which is the date when the user starts playing or the date during play, is within a special day or a special period.
[0101] In this embodiment, when the game play date, which is the date when the user starts playing or the date during play, is within a special day or a special period, the user difficulty level is lowered so that it becomes easier to clear the game stage compared to when the game play date is within a normal day or a normal period.
[0102] When the user difficulty level is lowered, for example, during game play, 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 easier. Note that, not limited to this, it is also possible to lower the user difficulty level using other methods such as making the time limit of the game stage longer than normal.
[0103] In this case, for example, novice users with low operation skills can easily experience a change in difficulty such that just by starting to play or being in the middle of playing during a special day or a special period, their user difficulty level is lowered and they can clear the stage relatively easily, giving them a real experience as if their own skills have improved. Therefore, they can play with confidence, which in turn leads to continuous play of the puzzle game, making it possible to suppress user churn.
[0104] Note that, not limited to this, it is also possible to increase the user difficulty level so that it becomes more difficult to clear the game stage when the game play date, which is the date when the user starts playing or the date during play, is within a special day or a special period, compared to when the game play date is within a normal day or a normal period.
[0105] When the user difficulty level is increased, for example, during game play, 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 more difficult. Note that, not limited to this, it is also possible to increase the user difficulty level using other methods such as making the time limit of the game stage shorter than normal.
[0106] In this case, for example, an advanced user with high operation skills can easily experience the difficulty change that just starting to play or just being in the middle of the game during a special day or a special period will increase their user difficulty level and make it impossible to clear the stage easily. As a result, they will want to demonstrate their operation skills, which can improve their challenge motivation and ultimately lead to continuous play of the puzzle game, thus suppressing user churn.
[0107] <<System Operation>> The operation of the information processing system 1 in this embodiment will be described with reference to FIGS. 12 to 13. FIG. 12 is a flowchart showing an operation example of the information processing system 1 in this embodiment. FIG. 13 is an image diagram showing an example of a game stage selection screen in this embodiment.
[0108] As shown in FIG. 12, 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 logged-in user are listed and display it on the screen display unit 160 (step S11).
[0109] As shown in FIG. 13, the game stage selection screen 500 includes a game stage display area 501 in which game stages are listed and a possessed point display area 503 in which the user's possessed points are displayed.
[0110] In the game stage display area 501, selection buttons 502 are arranged in association with each game stage. The selection buttons 502 are configured to have different display modes when selected and when not selected. In the possessed point display area 503, a selection confirmation button 504 for confirming the game stage selected by the selection button 502 is arranged.
[0111] The user taps the selection button 502 to select the game stage they wish to play from among the multiple game stages displayed in a list, and then taps the selection confirmation button 504 to confirm the selection of that game stage.
[0112] Next, as shown in FIG. 12, the difficulty control unit 102 of the client terminal 10 determines whether or not the selection confirmation button 504 has been pressed after the user has selected any one of the selection buttons 502 on the game stage selection screen 500 (step S12).
[0113] Then, when the difficulty control unit 102 of the client terminal 10 determines that the user has not pressed the selection confirmation button 504 (step S12: NO), it waits until the selection confirmation button 504 is pressed. On the other hand, when it determines that the user has pressed the selection confirmation button 504 (step S12: YES), it advances the process to the next step S13, using the day when the user actually pressed the selection confirmation button 504 as the game play date when the user started playing or is in the middle of playing.
[0114] Next, when the selection confirmation button 504 is pressed by the user, the difficulty control unit 102 of the client terminal 10 determines, based on the schedule information, whether the day when the selection confirmation button 504 was actually pressed, that is, the game play date when the user started playing or is in the middle of playing, is within a special day or a special period (step S13).
[0115] Then, when the difficulty control unit 102 of the client terminal 10 determines that the game play date is not within a special day or a special period (step S13: NO), it advances the process to step S15 described later. On the other hand, when it determines that the game play date is within a special day or a special period (step S13: YES), it advances the process to the next step S14.
[0116] Next, when the difficulty control unit 102 of the client terminal 10 determines that the game play date is a special day or within a special period, it changes the user difficulty of the user and updates the user information of the user (step S14).
[0117] Specifically, when the game play date is a special day or within a special period, the difficulty control unit 102 lowers the user difficulty so that it is easier to clear the selected and confirmed game stage compared to when the game play date is a normal day or within a normal period.
[0118] Note that this is not the only case. When the game play date is a special day or within a special period, the difficulty control unit 102 can also increase the user difficulty so that it is easier to clear the selected and confirmed game stage compared to when the game play date is a normal day or within a normal period.
[0119] Next, the game control unit 101 of the client terminal 10 proceeds with the puzzle game at the game stage selected and confirmed when the user taps the selection confirmation button 504 on the game stage selection screen 500 (step S15).
[0120] Specifically, based on the game stage information and the user information, the game control unit 101 subtracts the same amount of points as the consumption points of the selected and confirmed game stage from the user's possessed points, and then proceeds with the battle against the character set for the selected and confirmed game stage in response to the operation skills using the touch panel by the user.
[0121] At this time, when the game play date of the user is a special day or within a special period (step S13: YES), the game control unit 101 controls the game progress at the selected and confirmed game stage based on the user difficulty changed by the difficulty control unit 102.
[0122] In this embodiment, when the user difficulty of the user of the game control unit 101 of the client terminal 10 is decreased by the difficulty control unit 102, for example, during the game play in the selected and confirmed 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 chain formation becomes easier. As a result, even for a beginner user with low operation skills, it becomes easier to clear the stage compared to normal days or normal periods.
[0123] Also, when the user difficulty is increased by the difficulty control unit 102, the game control unit 101 of the client terminal 10, for example, during the game play in the selected and confirmed 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 chain formation becomes more difficult. As a result, even for an advanced user with high operation skills, it becomes more difficult to clear compared to normal days or normal periods.
[0124] On the other hand, when the game play date of the user is not within a special day or a special period, that is, when the game play date of the user is within a normal day or a normal period (step S13: NO), since the user difficulty is not changed by the difficulty control unit 102, the game progress in the selected and confirmed game stage is controlled as usual.
[0125] Next, the game control unit 101 of the client terminal 10 determines whether or not the clear success condition set for the selected and confirmed game stage is satisfied during the battle with the character set for the selected and confirmed game stage based on the game stage information (step S16).
[0126] Specifically, the game control unit 101 calculates the user's attack power based on the number of chains counted each time the user forms 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 character's HP becomes zero or the user has more HP remaining than the character at the end of the time limit, the game control unit 101 determines that the clear success condition is satisfied.
[0127] Then, when the game control unit 101 of the client terminal 10 determines that the clear success condition is not satisfied (step S16: NO), it proceeds to step S18 described later. On the other hand, when it determines that the clear success condition is satisfied (step S16: YES), it is considered that the user has cleared the selected and confirmed game stage, ends the game in the selected and confirmed game stage, updates the user information of the user, and then proceeds to the next step S17.
[0128] 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 S17).
[0129] 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 S16: NO), during the battle with the character set for the selected and confirmed game stage based on the game stage information, it determines whether the clear failure condition set for the selected and confirmed game stage is satisfied (step S18).
[0130] Specifically, the game control unit 101 calculates the user's attack power based on the number of chains counted each time the user forms a chain, and subtracts the character's HP by inflicting 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 time limit or the character has more HP remaining than the user at the end of the time limit, the game control unit 101 determines that the clear failure condition has been satisfied.
[0131] Then, 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 S15 described above and continues to progress 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 as if the user could not clear the selected and confirmed game stage, and proceeds to the next step S19.
[0132] 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).
[0133] 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 that the user possesses, it is determined that the continuation condition is satisfied.
[0134] Then, when the game control unit 101 of the client terminal 10 determines to continue the game at the forcibly terminated game stage (step S19: YES), it returns to the process of step S15 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 at the forcibly terminated game stage (step S19: NO), since it is determined that the user could not clear the selected and confirmed game stage, the game at the selected and confirmed game stage is ended, the user information of the user is updated, and then the process of the flowchart shown in FIG. 12 is ended.
[0135] As described above, according to the information processing system 1 according to the present embodiment, the user difficulty level of the user varies based on whether the user's game play date is a special day or within a special period. For example, when the user difficulty level is set to decrease on a special day or during a special period, for example, a beginner user with low operation skills can easily experience a change in difficulty level such that they can relatively easily clear the game just by starting to play or while playing within a special day or special period. Also, for a beginner user, such a successful experience of being able to clear the game easily can lead to continued play in the future and it becomes possible to suppress user churn. Conversely, when the user difficulty level increases on a special day or during a special period, for example, an advanced user with high operation skills can easily experience a change in difficulty level such that they cannot relatively easily clear the game just by starting to play or while playing within a special day or special period. Also, for an advanced user, such a challenging experience that makes them want to demonstrate their operation skills can lead to continued play in the future and it becomes possible to suppress user churn.
[0136] ===Other Embodiments=== The foregoing embodiments are for facilitating the understanding of the present invention and are not for limiting the interpretation of the present invention. The present invention can be changed and improved without departing from its gist, and equivalents thereof are also included in the present invention. In particular, even the embodiments described below are included in the present invention. That is, the present invention can also be configured by appropriately combining the foregoing embodiments and the embodiments described below.
[0137] Moreover, it is also possible to form various inventions by appropriately combining a plurality of invention-specific matters disclosed in the foregoing embodiments. For example, an invention may be formed by deleting some invention-specific matters from all the invention-specific matters disclosed in the foregoing embodiments, or an invention may be formed by appropriately combining the invention-specific matters disclosed in the embodiments described below with all the invention-specific matters disclosed in the foregoing embodiments.
[0138] <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 limited time, or that a predetermined number or more of blocks are erased within the limited time.
[0139] Moreover, in the foregoing embodiments, when the user plays a puzzle game in the game stage, an upper limit number of times may be set for the designation operation when specifying the 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, 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 number of times.
[0140] Moreover, 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 the game stages.
[0141] <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 limited time, or that a predetermined number or more of blocks cannot be erased within the limited time.
[0142] Also, in the above-described embodiment, when the user plays a puzzle game on the game stage, an upper limit may be set for the number of times of the designation operation when designating 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, even if the user's designation operation reaches the upper limit, the fact that the opponent's HP cannot be reduced to zero may be set as a clear failure condition.
[0143] Also, in the above-described embodiment, different clear failure conditions may be set for each game stage, or the same clear failure condition may be set for all game stages.
[0144] <Reduction in difficulty> In the above-described embodiment, the user difficulty may be reduced by reducing the number of types of blocks to be replenished in the empty area generated in the game field.
[0145] Also, in the above-described embodiment, when replenishing blocks in the empty area generated in the game field, the same type of blocks are more likely to be replenished together so that the chain of blocks is more likely to occur, thereby reducing the user difficulty.
[0146] Also, in the above-described embodiment, when replenishing blocks in the empty area 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 more likely to be replenished, so that the chain of blocks is more likely to occur, thereby reducing the user difficulty.
[0147] Also, in the above-described embodiment, by adjusting the appearance probability (drop rate) set in association with various blocks, some types of blocks are more likely to be replenished in the empty area of the game field, and the remaining types of blocks are less likely to be replenished in the empty area of the game field, so that specific types of blocks gather nearby and the chain of blocks is more likely to occur, thereby reducing the user difficulty.
[0148] Also, in the foregoing embodiments, in order to assist the user's operation skills, the difficulty level for the user may be reduced by arranging assistance blocks in the game field. By having the user specify the assistance blocks in the game field, a large number of blocks within a wide range can be erased all at once by an explosion or the like.
[0149] Also, the difficulty level for the user may be reduced by providing an item that enables the assistance blocks to be arranged in the game field. The user can make the assistance blocks appear in the game field by using the item at an arbitrary timing.
[0150] Also, in the foregoing embodiments, when the user plays a puzzle game in the game stage, an upper limit may be set for the number of times of the specifying operation when specifying the blocks 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 specifying operation). In this case, the difficulty level for the user may be reduced by setting an upper limit that is greater than the normal upper limit (for example, 30 times) (for example, 40 times).
[0151] In the foregoing embodiments, when the user purchases and uses a paid item (charged item), the difficulty level for that user may be reduced. The item for arranging the foregoing assistance blocks in the game field may be a paid item. Even for a user who has given up clearing the stage, as long as the user purchases a paid item, the difficulty level can be reduced, making it easier to clear the stage, and thus it becomes possible to improve the play motivation.
[0152] In the foregoing embodiments, when the user's game play date is within a special day or a special period, the stage difficulty level may be reduced instead of the user difficulty level, or the stage difficulty level may be reduced in combination with the user difficulty level. When the stage difficulty level is reduced, parameters such as the HP of the character set in the game stage are decreased from the initial values.
[0153] <Increase in Difficulty Level> 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 that occur in the game field.
[0154] Also, in the foregoing embodiments, when replenishing blocks in a lump in the empty areas that occur in the game field, it may be made difficult for blocks of the same type to be replenished in a lump, and by making it difficult for a chain of blocks to be formed, the user difficulty level may be increased.
[0155] Also, in the foregoing embodiments, when replenishing blocks in the empty areas that occur in the game field, based on the arrangement status of various blocks in the game field, it may be made easier to replenish blocks of the same type as the type of block that is the least in the game field, and by making it difficult for a chain of blocks to be formed, the user difficulty level may be increased.
[0156] 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 replenished evenly in the empty areas of the game field, it may be 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 a chain of blocks to be formed, the user difficulty level may be increased.
[0157] 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 may not be possible to erase it temporarily.
[0158] Also, in the foregoing embodiments, when the user plays a puzzle game in the game stage, an upper limit number of times may be set for the designation operation when designating 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 increased by setting an upper limit number of times that is less than the normal upper limit number of times (for example, 30 times) (for example, 20 times).
[0159] In the foregoing embodiments, when the user's game play date is within a special day or a special period, the stage difficulty may be increased instead of the user difficulty, or the stage difficulty may be increased in addition to the user difficulty. When the stage difficulty is increased, parameters such as the HP of the character set in the game stage are increased from the initial value.
[0160] <Secrecy of Difficulty Change> In the foregoing embodiments, the difficulty control unit 102 may lower the user difficulty so that the user can easily clear the game stage without notifying the user that the user difficulty has been lowered. In this case, it is preferable to display a screen explaining to the user in advance that the difficulty changes automatically in this way.
[0161] For example, without displaying a message notifying the user that the user difficulty has decreased on the in-game screen during play, the user difficulty may be decreased by adjusting the appearance probability (drop rate) of various blocks as described above.
[0162] By not notifying the user, it is possible to make the user recognize that they cleared the stage not because the user difficulty decreased, but because their own skills improved, so that the user can be confident. As a result, the user's willingness to play can be improved, and it is possible to suppress the user from leaving.
[0163] Also, in the foregoing embodiments, the difficulty control unit 102 may increase the user difficulty so that the user has difficulty clearing the game stage without notifying the user that the user difficulty has been increased. In this case, it is preferable to display a screen explaining to the user in advance that the difficulty changes automatically in this way.
[0164] For example, without displaying a message notifying the user that the difficulty level has increased during the game, the probability of appearance (drop rate) of various blocks may be adjusted as described above to increase the user difficulty level.
[0165] If the user can clear the stage without being notified that the user difficulty level has increased, the user can be made to have more confidence. As a result, since the user's motivation to play can be improved, it is possible to suppress the user from leaving.
[0166] Also, in the above-described embodiment, instead of keeping secret that the user difficulty level has been lowered or raised, the user may be deliberately notified. For example, a message notifying that the user difficulty level has been lowered or raised may be displayed on the game screen during play. Also, for example, by arranging the above-described assistance blocks in the game field, the user may be notified that the user difficulty level has been lowered, and by arranging the above-described obstructive blocks in the game field, the user may be notified that the user difficulty level has been raised.
[0167] <Confidentiality of Special Days and Special Periods> In the above-described embodiment, the difficulty control unit 102 may change the user difficulty level without notifying the user of a special day or special period when the difficulty level changes. By not letting the user recognize a special day or special period, for example, it is possible to make the user recognize that it was not because the user difficulty level decreased that the stage was cleared, but because the user's own skills improved, so the user can be made to have confidence. As a result, a successful experience of being able to clear so easily like this leads to continuous play in the future, and it is possible to suppress the user from leaving.
[0168] Conversely, instead of keeping secret a special day or special period when the user difficulty level decreases or increases, the user may be deliberately notified. By making the user recognize special days or special periods, the user will actively try experiential play during special days or special periods. For example, if the user can clear a stage because the user difficulty level has decreased, a successful experience such as being able to clear it easily will lead to continued play in the future, and it will be possible to suppress user churn.
[0169] <Special Day> In the above-described embodiment, the user difficulty level may be changed using a specific date (for example, the user's birthday or anniversary, etc.) preset in the user information without using the special day set in the schedule information. In addition, when using the specific date in the user information, a special day may be set every month (for example, every month, the day with the same number as the user's birthday is set as the special day, etc.).
[0170] Further, in the above-described embodiment, instead of the special day, a specific date and time such as "12:00 PM on June 1st" may be used.
[0171] Further, in the above-described embodiment, a special day may be set according to a day of the week (slack day) when the number of users actually playing during a week is small.
[0172] Further, in the above-described embodiment, the birthday set for the character appearing in the game, the birthday of the game producer, etc. may be set as the special day.
[0173] Further, in the above-described embodiment, the special day may be set by the user's operation.
[0174] <Special Period> In the above-described embodiment, the user difficulty level may be changed using a specific period (for example, one week, one month, one year, etc. after the user installs the game. Or, one week, one month, one year, etc. after the user starts playing the game.) preset in the user information without using the special period set in the schedule information.
[0175] In addition, in the above-described embodiment, not only the case where several days such as "June 1st to June 3rd" are set as special periods, but also, for example, several hours such as "10:00 to 14:00 on June 1st" or several minutes such as "10:00 to 10:30 on June 1st" may be set as special periods.
[0176] In addition, in the above-described embodiment, the special period may be set according to the time zone (idle period) when the number of users actually playing in a day is small.
[0177] In addition, in the above-described embodiment, the special period may be set by the operation of the user.
[0178] <Type of block> In the above-described embodiment, the case of classification by the shape of the block (circle, triangle, star, pentagon, etc.) has been described, but classification may also be performed by the color of the block (red, blue, yellow, green, etc.). Further, the types of blocks may be distinguished by a combination of shape and color.
[0179] <Game> In the above-described embodiment, a competitive puzzle game has been taken as an example, but it is not limited to competitive games. Further, it is not limited to puzzle games, and for example, sports games, action games, etc. in which a plurality of game stages to be cleared are prepared may also be used.
[0180] In addition, in the above-described embodiment, consumption points may not be set for each game stage, and a game that can be played without consuming the points possessed by the user may also be used.
Explanation of reference numerals
[0181] 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 Erasing unit 101b Replenishing unit 101c Chain counting unit 101d Attack processing unit 102 Difficulty control unit 103 Display control unit 104 Server access unit 120 Client memory 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 224 Stage 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, Game control means for advancing the game based on the operation of the user, regardless of whether the game play date, which is the date when the user starts playing or the date during play, is a normal day or a special day other than a normal day, or regardless of whether it is within a normal period or within a special period outside the normal period; Difficulty control means for reducing the difficulty so that the user can more easily clear the game when the user's game play date is a special day or within a special period, compared to when the game play date is a normal day or within a normal period; A program for causing it to function as such.