Information processing system, information processing method and program

The information processing system enhances user engagement in puzzle games by varying puzzle board displays and rewarding matches, addressing the need for increased interest in existing games.

JP2025113589AActive Publication Date: 2025-08-04CAPCOM CO LTD
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Patent Information

Application Number
JP2024007826
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-23
Publication Date
2025-08-04
Estimated Expiration
2044-01-23

AI Technical Summary

Technical Problem

Existing puzzle games lack mechanisms to enhance user engagement and provide a more interesting experience.

Method used

An information processing system that includes a puzzle board where pieces are moved based on user operations, displaying different puzzle boards when match conditions are met or not, and awarding effects based on the number of matches, with distinct operations for each board.

Benefits of technology

Provides a more engaging and interesting gaming experience by varying the puzzle board display and rewarding users based on match counts, enhancing user interaction and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a technology capable of providing a user with a highly amusing experience.SOLUTION: On a first puzzle board surface, when a position relationship of pieces satisfies a matching condition, the first puzzle board surface updating the pieces position relationship is displayed. On the first puzzle board surface of updated pieces position relationship, when the pieces position relationship does not satisfy the matching condition, a second puzzle board surface where second operation is acceptable is displayed. The second operation, unlike first operation, is for moving at least one piece on the second puzzle board surface. In an imparting step, an effect advantageous to a user is imparted according to matching frequency by the first operation. The matching frequency is frequency updated by the matching condition being satisfied on the first puzzle board surface until the second puzzle board surface is displayed.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to an information processing system, an information processing method, and a program.

Background Art

[0002] Patent Document 1 discloses a technique for enhancing the interest of a puzzle game.

[0003] In this puzzle game, a player character is placed corresponding to a predetermined position at the edge of the game board. The puzzle storage on the game board includes an enemy character storage representing an enemy character. The player operates the selection path so as to draw a single stroke starting from a puzzle storage or a player character at a predetermined position on the edge, and selects and erases a group of puzzle storages of the same type or regarded as the same type within the game board. When an enemy character storage is located in the middle of the selection path, an attack is made on the enemy character represented by the enemy character storage with the player character corresponding to the puzzle storage used as the starting point or the player character used as the starting point as the attacker.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, there is still room for improvement in the functions according to the above-known technology.

[0006] In view of the above circumstances, the present disclosure aims to provide a technology capable of providing a more interesting experience to users.

Means for Solving the Problems

[0007] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes at least one processor, and the processor is configured to execute a program such that the following steps are carried out. In the game control step, the game is advanced based on the user's operation. The game has a quest using a puzzle board including a plurality of pieces. Based on a first operation by the user, at least one piece is configured to be moved on the puzzle board. In the display step, on the puzzle board including the piece moved based on the first operation, when the positional relationship of the pieces satisfies a predetermined match condition, a first puzzle board which is the puzzle board with the updated positional relationship of the pieces is displayed. On the first puzzle board, when the positional relationship of the pieces satisfies the match condition, the first puzzle board with the further updated positional relationship of the pieces is further displayed. On the first puzzle board with the updated positional relationship of the pieces, when the positional relationship of the pieces does not satisfy the match condition, a second puzzle board which is a puzzle board capable of receiving a second operation is displayed. The second operation is an operation for moving at least one piece on the second puzzle board, which is different from the first operation. In the awarding step, an effect advantageous to the user is awarded according to the number of matches by the first operation. The number of matches is the number of times updated when the match condition is satisfied on the first puzzle board until the second puzzle board is displayed.

[0008] According to the present disclosure, a more interesting experience can be provided to the user.

Brief Description of Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Mode for Carrying Out the Invention

[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0011] By the way, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium that can be read by a computer, may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its function is realized on a client terminal (so-called cloud computing).

[0012] In addition, in the present embodiment, the "unit" may include, for example, hardware resources implemented by a circuit in a broad sense and information processing of software that can be specifically realized by these hardware resources. Also, in the present embodiment, various types of information are handled, and these information are represented, for example, by physical values of signal values representing voltage and current, the high and low of signal values as a set of binary bits composed of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation can be executed on a circuit in a broad sense.

[0013] In addition, a circuit in a broad sense is a circuit realized by appropriately combining at least a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), programmable logic devices (for example, a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0014] 1. Description of the game FIG. 1 is a block diagram showing the hardware configuration of the information processing system 1 according to the present embodiment. In the information processing system 1 shown in FIG. 1, an information processing apparatus 2 and a plurality of game apparatuses 3 are communicably connected to each other via a communication network 11, and a game is executed in the game apparatus 3.

[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, the user of the game device 3 activates one or more player characters in the virtual game space, or makes the player character fight against enemy characters that are non-player characters. Also, a character is an example of an object.

[0016] A game such as the above is executed using a game device 3 which is an electronic device such as a home game console like PlayStation (registered trademark), a portable game console like Nintendo Switch (registered trademark), or a personal computer, a smartphone, a tablet terminal, etc.

[0017] 2. Outline of the information processing system 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores a game program and game data, and manages the game data (for each of the following account information) of the game device 3. The information processing device 2 is constituted by, for example, a server. Each of the plurality of game devices 3 has the same configuration as each other. In this embodiment, a system consists of one or more devices or components. Therefore, for example, the information processing device 2 or the game device 3 alone described later can also be an example of the information processing system 1.

[0018] The game device 3 executes a predetermined game based on the user's operation. For this purpose, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Account information including identification information and a password is assigned to each user in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.

[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, when the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, it advances the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operations.

[0020] 2.1 Hardware Configuration Hereinafter, with reference to FIG. 1, each hardware configuration of the information processing system 1 will be described.

[0021] <Information Processing Device 2> As shown in FIG. 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0022] The communication unit 21 is a so-called network interface that is communicably connected to each game device 3 via a communication network 11 such as the Internet and a LAN. The main information received by the information processing device 2 via the communication unit 21 includes download request information for a game program, a gacha lottery request according to the user's operation, a quest execution request, an auto-play execution / end request, account information, game data, and the like. The main information transmitted by the information processing device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding the game medium obtained in the gacha, and the like.

[0023] The storage unit 22 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. Various programs including a part of the game program according to the present embodiment and various data related to the game are stored in the storage unit 22.

[0024] Specifically, for example, the storage unit 22 stores a user database, a lottery list, and the like. In the user database, for each identification number of a user who plays a game, information such as a user name, a user rank, status information regarding a player character operated by the user, the amount of consumable media available in the virtual game space, and information regarding parameters is stored in an associated manner. The lottery list is used for a lottery process generally called gacha and includes a plurality of pieces of information regarding game media to be selected. In the lottery list, information regarding game media (name, ability parameters, rarity, level, etc.) and the selection ratio by lottery are associated with each other. The ability parameters include, for example, combat power, HP, attack power, defense power, wisdom, or speed when the game media is a player character.

[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory and controls the operation of the information processing apparatus 2 which is the own device. In particular, the control unit 23 realizes various functions related to the information processing apparatus 2 which is the own device by reading a predetermined program stored in the storage unit 22. That is, the information processing by software stored in the storage unit 22 is specifically realized by the control unit 23 which is an example of hardware, so that each functional unit described later can be executed. Note that the control unit 23 is not limited to being single, and may be implemented to have a plurality of control units 23 for each function. Or a combination thereof may also be possible.

[0026] Examples of the information processing executed by the control unit 23 include, for example, billing settlement processing, user account authentication processing, gacha lottery selection processing, and the like. The billing settlement processing is executed based on a billing request necessary to recover, for example, a predetermined amount of parameters during the game. The user account authentication processing is executed using, for example, the user identification information received from the game device 3. The gacha lottery selection processing is a process of selecting one or more game media by lottery from a lottery list based on the selection probability for each game medium in response to a gacha lottery request. According to the gacha lottery selection processing, information regarding the selected game medium and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, whereby the user is given the game medium that was won as a result of pulling the gacha by himself / herself.

[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, and includes the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, and the like. The user can obtain the game medium not only by direct purchase by billing or clearing quests, but also by a lottery method called gacha. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method of selecting an arbitrary game medium by lottery from a lottery list in the information processing device 2 based on a predetermined selection ratio. The selected arbitrary game medium is given to the user's game device 3. "Granting the game medium selected in the gacha to the user / the user owns it" is synonymous with "associating / being associated with the identification information indicating the user with the game medium selected in the lottery process".

[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also includes a communication unit 31, a storage unit 32, a control unit 33, a graphic processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphic processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0029] The communication unit 31 is a so-called network interface that is communicably connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. The main information received by the game device 3 via the communication unit 31 includes account information, download request information for new game data, gacha execution requests, quest execution requests, and the like. The main information transmitted by the game device 3 via the communication unit 31 includes new game data sent from the information processing device 2 in response to the download request information, information regarding the game medium selected by the lottery process, and the like.

[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, and the like. The user information is at least a part of the information of the user DB stored in the storage unit 22 of the information processing device 2. The user DB manages the master of the user information, and the storage unit 32 of the game device 3 stores at least a part of this master information distributed from the information processing device 2.

[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3 which is the self-device. In particular, the control unit 33 realizes various functions related to the game device 3 which is the self-device by reading a predetermined program stored in the storage unit 32. That is, the information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33 which is an example of hardware, so that each of the functional units described later can be executed. Note that the control unit 33 is not limited to being single, and may be implemented to have a plurality of control units 33 for each function. Or a combination thereof may also be used. In other words, the information processing system 1 includes at least one processor, and the processor includes a program so that each of the steps described later proceeds.

[0032] In particular, the control unit 33 is configured to execute a game according to the operation of the input device 4c by the user of the game device 3 which is the self-device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or uses the data received from the information processing device 2 to generate two-dimensional or three-dimensional game image information. When the game image information is processed by the graphic processing unit 34a, the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b according to the operation of the user of the game device 3 which is the self-device during the execution of the game.

[0033] The graphic processing unit 34a draws, in video format, a game image including various objects related to characters and the virtual game space according to the game image information output from the control unit 33. The graphic processing unit 34a is connected to a display 4a, for example, of the liquid crystal type, and the game image drawn in video format is displayed on the display 4a as a game screen. The audio processing unit 34b is connected to a speaker 4b, and when reproducing and synthesizing game sounds according to an instruction from the control unit 33, outputs this from the speaker 4b. The operation unit 34c is connected to an input device 4c, and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs an operation signal to the game device 3 by operating the input device 4c. Note that the input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.

[0034] 2.2 Functional Configuration Subsequently, with reference to FIG. 2, each functional configuration in the game device 3 of the information processing system 1 will be described.

[0035] FIG. 2 is a block diagram showing the functional configuration of the game device 3 according to the present embodiment. As shown in FIG. 2, the control unit 33 functions as a game control unit 331, a reception unit 332, a calculation unit 333, a display control unit 334, and a granting unit 335 by executing various programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and thus can be executed as each functional unit included in the control unit 33.

[0036] The game control unit 331 is configured to control the progress of the game. That is, the game control unit 331 advances the game based on the user's operation as a game control step. Details will be described later.

[0037] The reception unit 332 is configured to receive various data. For example, the reception unit 332 receives user information, game data, input from the user, and the like from the information processing device 2, the storage unit 32, or the operation unit 34c. In the present embodiment, the various information received by the reception unit 332 is described as being stored in the storage unit 32.

[0038] The calculation unit 333 is configured to execute various information processing calculations related to the game device 3.

[0039] In the display step, the display control unit 334 displays various pieces of information stored in the storage unit 32 or screens containing such information on the display 4a of the game device 3 in a visible manner. Specifically, the display control unit 334 displays visual information generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, on the display 4a. The display control unit 334 may also control the game device 3 to receive rendering information for displaying the visual information, generated by the information processing device 2, and display the visual information on the display 4a. The display control unit 334 may generate the visual information itself generated in a human-visible manner, or may generate and transmit rendering information for displaying the visual information, for example.

[0040] The granting unit 335 is configured to grant advantageous effects such as BE to the user in accordance with the game play history. Details will be described later.

[0041] 3. Explanation of various information and terms In this section, an example of a game provided in the information processing system 1 will be described.

[0042] The games provided in the information processing system 1 include out-games and in-games.

[0043] The out-game includes obtaining and cultivating characters, decorating appearances, obtaining, purchasing, and disposing of various items, and mainly includes the element part for the user to prepare for executing the in-game.

[0044] The in-game includes the element part mainly constituting the main part of the game, such as quests and mini-games. Also, a quest, which is an example of the in-game, is cleared by satisfying the clear conditions set for the quest by advancing the game according to the user's operation. On the other hand, the quest fails to clear when the end condition is satisfied without satisfying the clear conditions.

[0045] The clear conditions are, for example, reaching a specified goal point, defeating a specific enemy character such as a boss, winning a battle between characters, etc. The end conditions are, for example, the physical strength value of the character operated by the player falling below a predetermined value and becoming unable to fight, or the elapse of a limited time or a specified number of action turns.

[0046] In one embodiment, the game has, as the in-game, a quest using a puzzle board surface PB. The puzzle board surface PB includes a plurality of squares Sq where pieces Pi can be placed, and is thus configured to be able to place a plurality of pieces Pi. That is, in the quest, a puzzle board surface PB including a plurality of pieces Pi is used. Also, the game is configured to move at least one piece Pi on the puzzle board surface PB based on an operation OP (as an example, the first operation OP1) by the user. Specifically, for example, the game is configured to proceed by swapping the positions of each piece Pi included in the puzzle board surface PB to satisfy the match condition MC, which is a so-called puzzle game.

[0047] The operation OP is an operation for moving the piece Pi on the puzzle board PB. For example, it can be a click operation, a tap operation, a slide operation, a swipe operation (e.g., an input operation by a single stroke), a selection operation, or an operation combining these. Specifically, for example, in the puzzle game according to one embodiment, the operation OP is an operation of swapping the positions of each piece Pi included in the puzzle board PB by moving any piece Pi included in the puzzle board PB. The operation OP of swapping the positions of the piece Pi is an operation for specifying the starting piece Pi and the ending piece Pi, which is different from the starting piece Pi. Specifically, for example, in the case of the operation OP by a tap operation, the starting piece Pi is specified by the first tap operation for specifying the piece Pi, and the ending piece Pi is specified by the second tap operation for specifying the piece Pi. Also, in the case of the operation OP by a slide operation, the piece Pi at the touch-on position is specified as the starting piece Pi, and the piece Pi at the touch-off position is specified as the ending piece Pi.

[0048] Also, the operation OP is an operation that allows multiple inputs until the clear condition or the end condition of the puzzle game is satisfied. An example of the case where multiple inputs are made as the operation OP is as follows. First, in order to move the piece Pi on the first puzzle board PB1, which is an example of the puzzle board PB, the first operation OP1 is performed as the operation OP. Based on the first operation OP1, when the positional relationship of the piece Pi satisfies the match condition MC, the positional relationship of the piece Pi on the puzzle board PB is updated. Then, on the second puzzle board PB2, which is an example of the puzzle board PB with the updated positional relationship of the piece Pi, in order to further move the piece Pi, the second operation OP2 is performed as the operation OP. The puzzle game is configured to allow multiple inputs of the operation OP by repeating the operation OP in this way.

[0049] That is, the first operation OP1 and the second operation OP2 are operations OP for moving at least one piece Pi on the puzzle board PB. For example, the operation OP is an operation for swapping the positions of each piece Pi included in the puzzle board PB. Also, in the case of the above example, the first operation OP1 is an operation OP for moving the piece Pi on the first puzzle board PB1, and the second operation OP2 is an operation OP for moving the piece Pi on the second puzzle board PB2. That is, unlike the first operation OP1, the second operation OP2 is an operation OP for moving at least one piece Pi on the second puzzle board PB2.

[0050] The match condition MC is a condition for advancing a puzzle game, which is an example of a quest. For example, it is defined by the arrangement of the pieces Pi. For example, the match condition MC is configured to be satisfied when a plurality of pieces Pi arranged on the puzzle board PB take a predetermined arrangement. As an example, the match condition MC is configured to be satisfied when three or more pieces Pi are aligned. A puzzle game having such a match condition MC is called a so-called match-3 type puzzle game. Specifically, for example, the match condition MC is that a predetermined number of pieces Pi of the same or corresponding attributes are continuously arranged along the vertical or horizontal direction on the puzzle board PB. In this way, a set of pieces PiG is formed as a set of pieces Pi that satisfy the match condition MC when a predetermined number of pieces Pi of the same or corresponding attributes are continuously arranged. That is, the piece group PiG is a group of pieces Pi that satisfy the match condition MC in the positional relationship of the pieces Pi as a result of the movement based on the operation OP.

[0051] The number of matches NM is the number of times updated in response to the positional relationship of the piece Pi satisfying the match condition MC. The number of matches NM is the number of times updated based on a certain operation OP, for example, the number of times updated based on the first operation OP1. In other words, the number of matches NM is the number of times updated when the match condition MC is satisfied on the first puzzle board surface PB1 until the second puzzle board surface PB2 is displayed. Specifically, for example, first, when the piece Pi is moved on the first puzzle board surface PB1 based on the first operation OP1, the positional relationship of the piece Pi satisfies the match condition MC. When the match condition MC is satisfied, the positional relationship of the piece Pi is updated on the first puzzle board surface PB1. If the updated positional relationship of the piece Pi satisfies the match condition MC, the positional relationship of the piece Pi is further updated. And when the updated positional relationship of the piece Pi no longer satisfies the match condition MC, the second puzzle board surface PB2 capable of receiving the second operation OP2 is displayed. The number of matches NM is updated in response to the match condition MC being satisfied on the first puzzle board surface PB1 in such a process. Also, the number of matches NM is the number of times updated corresponding to each operation OP (for example, the first operation OP1, the second operation OP2, etc.). That is, the number of matches NM is initialized each time corresponding to each operation OP.

[0052] The puzzle game according to one embodiment is configured to visually show the information of the number of matches NM using a display body DB. The display body DB is an object showing information such as the number of matches NM. Specifically, for example, the display body DB includes a number indicating the number of matches NM, a visual object VO showing the difference between the number of matches NM and a specific number SN, etc. The visual object VO in this case includes a first visual object VO1 displayed at a position corresponding to the number of matches NM and a second visual object VO2 displayed at a position corresponding to the specific number SN (as an example, the first specific number SN1). That is, the display body DB in this case is configured to show the difference between the number of matches NM and the first specific number SN1 according to the positional relationship of the visual object VO.

[0053] Furthermore, the display body DB is displayed according to the number of matches NM. For example, it is displayed when the number of matches NM reaches the first threshold value TV1. The first threshold value TV1 is an arbitrary numerical value set in advance, for example, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and it may also be within the range between any two of the numerical values exemplified here.

[0054] The specific number SN is a numerical value set to give the user an advantageous effect BE based on the relationship with the number of matches NM. The specific number SN is an arbitrary numerical value set in advance, for example, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, and it may also be within the range between any two of the numerical values exemplified here. Also, the specific number SN includes a first specific number SN1 and a second specific number SN2. The second specific number SN2 is a numerical value larger than the first specific number SN1.

[0055] The clear condition in the puzzle game is to eliminate a predetermined number of specific pieces Pi or to accumulate a predetermined value of points obtained by eliminating any piece Pi. Also, an example of the end condition is the elapse of the limited time or operating the piece Pi a set number of times.

[0056] 4. Flow of Operations of the Information Processing System 1 In this section, the flow of operations of the aforementioned information processing system 1 will be described.

[0057] 4.1 Outline of Information Processing First, the flow of the information processing method executed by the information processing system 1 will be outlined. FIG. 3 is an activity diagram showing the outline of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below can be output in a manner recognizable to the user using the display 4a or the like as appropriate. Note that the information processing may include any exception processing not shown. Exception processing includes interruption of the information processing and omission of each process. The selection or input performed in the information processing may be based on an operation by the user or may be automatically performed without depending on the user's operation.

[0058] First, the display control unit 334 causes the display 4a to display a top screen (not shown) that enables the user to input a selection related to the game by operating. Subsequently, the reception unit 332 receives an input (for example, a click operation, a tap operation, a swipe operation, a selection operation, etc.) by the user's operation, and the display control unit 334 displays a screen corresponding to the input. Hereinafter, it will be described assuming that a game screen 5 (see FIGS. 4 to 7) on which a match 3 - type puzzle game can be played is displayed based on the input by the user's operation.

[0059] The display control unit 334 displays the game screen 5 based on the input by the user's operation (activity A001). A puzzle board surface PB is drawn on the game screen 5. Thus, the game screen 5 is configured to be able to play a puzzle game using the puzzle board surface PB. In this case, it will be described below assuming that a first puzzle board surface PB1 is drawn on the game screen 5 as the puzzle board surface PB.

[0060] Next, the reception unit 332 receives an input of a first operation OP1 as the operation OP (activity A002). That is, the reception unit 332 receives the first operation OP1 for moving the piece Pi on the first puzzle board surface PB1. In the first operation OP1 in this case, it will be described below assuming that an operation OP for swapping the positions of the respective pieces Pi included in the first puzzle board surface PB1 is performed.

[0061] When the game control unit 331 receives the input of the first operation OP1, it moves the piece Pi on the first puzzle board surface PB1 (activity A003). Specifically, for example, the game control unit 331 exchanges the positions of the pieces Pi included in the first puzzle board surface PB1 based on the first operation OP1.

[0062] Subsequently, the game control unit 331 eliminates the group of pieces PiG that satisfies the match condition MC on the first puzzle board surface PB1 where the position of the piece Pi has been exchanged (activity A004). That is, the game control unit 331 eliminates the group of pieces PiG formed by the exchange of the positions of the pieces Pi based on the first operation OP1 from the first puzzle board surface PB1.

[0063] As a result, the arithmetic unit 333 updates the number of matches NM (activity A005). Specifically, for example, the arithmetic unit 333 updates the number of matches NM from "0" to "1" in response to the satisfaction of the match condition MC for the first time.

[0064] Next, the arithmetic unit 333 determines whether the display body DB is being displayed on the game screen 5 (activity A006). Specifically, the arithmetic unit 333 determines whether the number of matches NM exceeds the first threshold value TV1. If the display body DB is being displayed, the process proceeds to activity A102. If the display body DB is not being displayed, the process proceeds to activity A007. Hereinafter, the process of activity A007 will be described first.

[0065] When the process proceeds to activity A007, the arithmetic unit 333 determines whether the match condition MC has reached the first threshold value TV1 (activity A007). If the match condition MC has reached the first threshold value TV1, the process proceeds to activity A101. Or, if the match condition MC has not reached the first threshold value TV1, the process proceeds to activity A008. Hereinafter, the process of activity A008 will be described first.

[0066] When the process proceeds to activity A008, the display control unit 334 causes the updated first puzzle board surface PB1 to be displayed (activity A008). Specifically, for example, the first puzzle board surface PB1 is updated such that a piece Pi is replenished at a square Sq where a group of pieces PiG that has been erased by satisfying the match condition MC is located. For example, in replenishing the piece Pi, the existing piece Pi moves downward from the top of the first puzzle board surface PB1, and a newly replenished piece Pi is added to the square Sq before the movement. In this way, the first puzzle board surface PB1 is updated. Summarizing the process of activity A008, as a display step, the display control unit 334 causes the first puzzle board surface PB1, which is the puzzle board surface PB in which the positional relationship of the piece Pi has been updated, to be displayed when the positional relationship of the piece Pi satisfies a predetermined match condition MC in the puzzle board surface PB including the piece Pi moved based on the first operation OP1.

[0067] Next, the arithmetic unit 333 determines whether or not the positional relationship of the piece Pi satisfies the match condition MC in the first puzzle board surface PB1 in which the positional relationship of the piece Pi has been updated (activity A009). If the positional relationship of the piece Pi satisfies the match condition MC, the process returns to activity A004 as a loop process. Or, if the positional relationship of the piece Pi does not satisfy the match condition MC, the process proceeds to activity A201. Hereinafter, the case where the process returns to activity A004 will be described first.

[0068] When the process returns to activity A004, the game control unit 331 erases a group of pieces PiG that satisfies the match condition MC in the updated first puzzle board surface PB1 (activity A004). That is, the game control unit 331 erases the group of pieces PiG formed by the positional relationship of the piece Pi being updated from the first puzzle board surface PB1.

[0069] As a result, the arithmetic unit 333 updates the match count NM again (activity A005). Specifically, for example, when the second match condition MC is satisfied, the arithmetic unit 333 updates the match count NM from "1" to "2".

[0070] After that, the display control unit 334 displays the updated first puzzle board PB1 (activity A008). Summarizing the process of activity A008 in this case, as a display step, when the positional relationship of the piece Pi satisfies the match condition MC on the first puzzle board PB1, the display control unit 334 further displays the first puzzle board PB1 in which the positional relationship of the piece Pi is updated.

[0071] Through such loop processing, the arithmetic unit 333 determines again whether the positional relationship of the piece Pi satisfies the match condition MC on the first puzzle board PB1 in which the positional relationship of the piece Pi is updated (activity A009). When the positional relationship of the piece Pi satisfies the match condition MC on the updated first puzzle board PB1, the process returns to activity A004 as loop processing again.

[0072] When the loop processing is repeated, that is, when the positional relationship of the piece Pi repeatedly satisfies the match condition MC, in activity A005 included in the loop processing, the update of the match count NM is also repeated in response to the satisfaction of the match condition MC. In this way, when the match count NM is updated and it is determined in the process of activity A007 that the match count NM has reached the first threshold value TV1, the process proceeds to activity A101. Specifically, for example, when the first threshold value TV1 is set to "3", when the match count NM is updated to "3" in response to the satisfaction of the third match condition MC, the arithmetic unit 333 determines that the match count NM has reached the first threshold value TV1.

[0073] When the process proceeds to activity A101, the display control unit 334 causes the display body DB to be displayed (activity A101). In the display body DB in this case, information such as the number of matches NM is shown. Specifically, for example, the difference between the number of matches NM and the specific number SN is shown. In other words, when the number of matches NM by the first operation OP1 reaches the first threshold value TV1, the display control unit 334 causes the display body DB showing the difference between the number of matches NM and the specific number SN (for example, the first specific number SN1) to be displayed. The state where the number of matches NM by the first operation OP1 reaches the first threshold value TV1 in this case is a state where the update of the number of matches NM by the first operation OP1 can continue, that is, a state where the number of times of the number of matches NM is not determined. According to such an aspect, since the display body DB is displayed in response to the number of matches NM reaching the first threshold value TV1, the game can be played with the expectation that the number of matches NM reaches the first specific number SN1 by the display body DB. Specifically, for example, when the first specific number SN1 is set to "7", the display control unit 334 causes the display body DB showing the difference between "3" of the number of matches NM and "7" of the first specific number SN1 to be displayed according to the positional relationship of the visual object VO. More specifically, in the display body DB, the first visual object VO1 displayed at the position corresponding to "3" of the number of matches NM and the second visual object VO2 displayed at the position corresponding to "7" of the first specific number SN1 are included.

[0074] When the display body DB is displayed, the process proceeds to activity A008. In the processes of activities A008 and A009, the same processes as described above are performed. When the positional relationship of the piece Pi satisfies the match condition MC on the updated first puzzle board surface PB1, the process returns to activity A004 again as a loop process.

[0075] In the loop process in this case, when the condition for the display body DB to be displayed by the arithmetic unit 333 is satisfied, for example, when the number of matches NM is a value exceeding the first threshold value TV1 (activity A006), the process proceeds to activity A102.

[0076] When the process proceeds to activity A102, the display control unit 334 updates the difference between the match count NM and the specific count SN shown in the display body DB, and causes the updated display body DB to be displayed (activity A102). Specifically, for example, when the match count NM is updated from "3" to "4", the display control unit 334 causes the updated display body DB to be displayed so as to show the difference between "4" of the match count NM and "7" of the first specific count SN1 according to the positional relationship of the visual object VO. More specifically, in the updated display body DB, the first visual object VO1 is updated and displayed at a position corresponding to "4" of the match count NM. In other words, the display control unit 334 updates the position where the first visual object VO1 is displayed in response to the update of the match count NM by the first operation OP1, thereby visually displaying the difference between the match count NM and the first specific count SN1. According to such an aspect, it becomes possible to visually grasp the difference between the match count NM and the first specific count SN1 according to the positional relationship between the first visual object VO1 and the second visual object VO2 shown in the display body DB, and it is possible to provide the user with an interesting experience due to an increased expectation of obtaining an advantageous effect BE.

[0077] The loop process as described above is executed when the positional relationship of the piece Pi repeatedly satisfies the match condition MC.

[0078] Next, the processing of activity A201 will be described. In the updated first puzzle board surface PB1, when the positional relationship of the piece Pi does not satisfy the match condition MC, the arithmetic unit 333 determines whether the number of matches NM has reached a specific number SN (activity A201). Specifically, for example, when the first specific number SN1 is set to "7", the arithmetic unit 333 determines whether the number of matches NM has reached "7". When the number of matches NM has reached the specific number SN, the process proceeds to activity A202. When the number of matches NM has not reached the specific number SN, the process skips the processing of the above activity A202 and proceeds to activity A203. Hereinafter, the case where the process proceeds to activity A202 will be described first.

[0079] When the number of matches NM has reached the specific number SN, the granting unit 335 grants an advantageous effect BE (activity A202). That is, as a granting step, the granting unit 335 grants an advantageous effect BE to the user according to the number of matches NM by the first operation OP1. Specifically, for example, when the number of matches NM by the first operation OP1 has reached the first specific number SN1, the granting unit 335 grants an advantageous effect BE. According to such an aspect, since an advantageous effect BE is granted when the number of matches NM reaches the specific number SN, a more interesting experience can be provided to the user. Further, the advantageous effect BE includes making it possible to accept the second operation OP2 so that the degree of freedom of moving the piece Pi is higher than that of the first operation OP1. According to such an aspect, due to the granted advantageous effect BE, the piece Pi can be moved more freely, so that a more interesting experience can be provided to the user. When the advantageous effect BE is granted, the process proceeds to activity A203. Note that when the number of matches NM has not reached the specific number SN, the processing of the above activity A202 is omitted, so the process proceeds without the granting unit 335 granting the advantageous effect BE.

[0080] The arithmetic unit 333 determines whether the play status of the puzzle game satisfies a predetermined condition (Activity A203). Specifically, for example, the arithmetic unit 333 determines whether the clear condition or the end condition in the puzzle game is satisfied as the predetermined condition. When the predetermined condition is satisfied, the puzzle game ends. When the predetermined condition is not satisfied, the process proceeds to Activity A204, and the puzzle game continues.

[0081] When the puzzle game continues, the game control unit 331 initializes the number of matches NM (Activity A204). Specifically, for example, the game control unit 331 initializes the number of matches NM by the first operation OP1 before enabling the reception of the second operation OP2. Thereby, preparations are made for counting the number of matches NM by the second operation OP2.

[0082] When the number of matches NM is initialized, the process returns to Activity A002, and the reception unit 332 receives the input of the second operation OP2, which is the operation OP, again (Activity A002). In this case, the second puzzle board surface PB2 is displayed on the game screen 5. That is, summarizing the return from the process of Activity A009 to the process of Activity A002, the display control unit 334, as a display step, displays the second puzzle board surface PB2, which is the puzzle board surface PB that can receive the second operation OP2, on the first puzzle board surface PB1 in which the positional relationship of the piece Pi has been updated, when the positional relationship of the piece Pi does not satisfy the match condition MC. Note that the puzzle game continues and the process is repeatedly executed until it is determined in Activity A203 that the clear condition or the end condition is satisfied.

[0083] Summarizing the above, the information processing method executed by the information processing system 1 includes the following steps. As a game control step, the game control unit 331 advances the game based on the user's operation. The game has a quest using a puzzle board PB including a plurality of pieces Pi. The game is configured to move at least one piece Pi on the puzzle board PB based on a first operation OP1 by the user. As a display step, the display control unit 334, on the puzzle board PB including the piece Pi moved based on the first operation OP1, when the positional relationship of the piece Pi satisfies a predetermined match condition MC, displays a first puzzle board PB1 which is the puzzle board PB with the updated positional relationship of the piece Pi. As a display step, on the first puzzle board PB1, when the positional relationship of the piece Pi satisfies the match condition MC, the display control unit 334 further displays the first puzzle board PB1 with the updated positional relationship of the piece Pi. As a display step, on the first puzzle board PB1 with the updated positional relationship of the piece Pi, when the positional relationship of the piece Pi does not satisfy the match condition MC, the display control unit 334 displays a second puzzle board PB2 which is the puzzle board PB capable of receiving a second operation OP2. The second operation OP2 is an operation OP for moving at least one piece Pi on the second puzzle board PB2, different from the first operation OP1. As an awarding step, the awarding unit 335 awards an effect BE advantageous to the user according to the number of matches NM by the first operation OP1. The number of matches NM is the number of times updated when the match condition MC is satisfied on the first puzzle board PB1 until the second puzzle board PB2 is displayed. Further, the program according to the present embodiment causes at least one computer to execute each step of the information processing system 1. According to such an aspect, a more interesting experience can be provided to the user. For example, aiming at a specific number of matches NM, or the specific number of matches NM being satisfied by the match condition MC accidentally satisfied unintentionally, etc., an effect BE advantageous to the user is awarded, so the interestingness when the match condition MC is satisfied can be enhanced.

[0084] 4.2 Details of Information Processing The detailed part of the information processing described above will be described with reference to the drawings.

[0085] FIG. 4 is a schematic diagram of a game screen 5a in which a first puzzle board surface PB11 is drawn and a game screen 5b in which a first puzzle board surface PB12 is drawn among the game screens 5.

[0086] As shown in FIGS. 4A and 4B, the game screens 5a and 5b have regions 501 to 503, and information related to the quest is shown in the regions 501 to 503. In the region 501, the characters "1-3 Chase the Mysterious Buddha" are drawn as the name of the quest being executed. In the region 502, the number of operations OP input by the user up to that point and the number of operations OP allowed in the quest being executed are drawn. Here, "0 / 5" is drawn, indicating that the number of operations OP input by the user up to that point is 0, and the number of operations OP allowed in the quest "1-3 Chase the Mysterious Buddha" being executed is 5. Further, in the region 503, an illustration when the piece Pi is erased and the number to be erased (as an example, "30") are drawn. That is, it is determined that the clear condition of the quest is satisfied when the user erases 30 arbitrary pieces Pi within 5 inputs.

[0087] Furthermore, on the game screens 5a and 5b, a first puzzle board surface PB1, which is an example of the puzzle board surface PB used in the puzzle game, is drawn. The puzzle board surface PB is composed of a plurality of square-shaped cells Sq arranged along a grid (for example, a square grid). A piece Pi is placed in each of the plurality of cells Sq. Among the first puzzle board surface PB1, the first puzzle board surface PB11 is configured to be able to move each piece Pi placed in the cell Sq so as to satisfy the matching condition MC based on a first operation OP1, which is an operation OP by the user. Note that, among the first puzzle board surface PB1, the first puzzle board surface PB11 is configured to be able to move the piece Pi by the first operation OP1, and the first puzzle board surface PB1 other than the first puzzle board surface PB11 is configured such that the input of the operation OP is restricted and the piece Pi cannot be moved by the operation OP.

[0088] Also, on the first puzzle board surface PB11, in the cells Sq1, Sq3, and Sq4, a piece Pia, which is a piece Pi represented by an illustration of an acorn, is placed. Furthermore, in the cell Sq2 on the first puzzle board surface PB11, a piece Pib, which is a piece Pi represented by an illustration of a candy, is placed. As an example, Table 1 summarizes illustration examples corresponding to the piece Pia and the piece Pib.

Table 1

[0089] On the first puzzle board PB11, the square Sq adjacent to the bottom of square Sq1 is square Sq2, the square Sq adjacent to the bottom of square Sq2 is square Sq3, and the square Sq adjacent to the bottom of square Sq3 is square Sq4. Summarizing the positional relationship of the pieces Pi arranged in these squares Sq, the user inputs the first operation OP1 so as to swap the positions of the piece Pia arranged in square Sq1 and the piece Pib arranged in square Sq2, whereby the piece Pia can be made adjacent at the positions of squares Sq2 to Sq4, that is, in three vertically adjacent squares Sq. Specifically, for example, a slide operation is input as the input based on the first operation OP1 by the user. The slide operation is defined by a touch-on operation, a movement operation, and a touch-off operation. The touch-on operation is an operation defined by the user touching the input device 4c. The movement operation is an operation defined by moving the contact portion between the user and the input device 4c while the user is in contact with the input device 4c. The touch-off operation is an operation for releasing the state where the user is in contact with the input device 4c, for example, an operation defined by lifting a finger from the input device 4c. The piece Pi at the position specified by the touch-on operation is specified as the starting piece Pi. The piece Pi at the position specified by the touch-off operation is specified as the ending piece Pi. In this case, first, the piece Pia arranged in square Sq1, which is the piece Pi at the touch-on position, is specified as the starting piece Pi by the touch-on operation. Next, a movement operation is input to move from square Sq1, which is the touch-on position, to square Sq2, which is the touch-off position. Then, the piece Pib arranged in square Sq2, which is the piece Pi at the touch-off position, is specified as the ending piece Pi by the touch-off operation. As a result, the positions of the piece Pia arranged in square Sq1 and the piece Pib arranged in square Sq2 are swapped, and the piece Pia, which is a predetermined number of three pieces Pi of the same attribute, is arranged continuously, thereby forming a piece group PiG as a set of pieces Pi that satisfy the match condition MC.

[0090] In the first puzzle board surface PB12, the puzzle board surface PB when a slide operation is input as the first operation OP1 on the first puzzle board surface PB11 is shown. Also, on the first puzzle board surface PB12, as a result of the movement based on the first operation OP1, a piece group PiG1, which is a piece group PiG, is formed as a set of pieces Pi that satisfy the match condition MC. The piece group PiG1 is erased from the first puzzle board surface PB12 by satisfying the match condition MC. Further, the first puzzle board surface PB12 is updated so as to replenish the piece Pi in the square Sq where the erased piece group PiG1 was located. Specifically, in the replenishment of the piece Pi, the existing piece Pi moves from the top to the bottom of the first puzzle board surface PB12, and a newly replenished piece Pi is added to the square Sq before the movement. In this way, by updating the positional relationship of the piece Pi, the first puzzle board surface PB1 is updated. Note that in the area 502 on the game screen 5b, "1 / 5" is described due to the input of the first operation OP1 as the operation OP by the user, indicating that the number of times of the operation OP input by the user up to that point is 1. Further, in the area 503 on the game screen 5b, "27" is described due to the erasure of the piece Pi. That is, the user can grasp that three pieces Pi have been erased by one operation OP.

[0091] FIG. 5 is a schematic diagram of the game screen 5 in which the first puzzle board surface PB13 is drawn and the game screen 5d in which the first puzzle board surface PB14 is drawn. Note that the description of the same configuration as that of the game screens 5a and 5b is omitted.

[0092] The first puzzle board surface PB13 shown in FIG. 5A is the first puzzle board surface PB1 where the piece group PiG1 is erased on the first puzzle board surface PB12 and the positional relationship of the piece Pi is updated. On the first puzzle board surface PB13, as a result of the update of the positional relationship of the piece Pi, a piece group PiG2, which is the piece group PiG, is formed as a set of pieces Pi that satisfy the match condition MC. The piece group PiG2 is erased from the first puzzle board surface PB13 by satisfying the match condition MC. In addition, "23" is described in the area 503 on the game screen 5c due to the further erasure of the piece Pi. That is, the user can grasp that a total of seven pieces Pi have been erased by one operation OP.

[0093] The first puzzle board surface PB14 shown in FIG. 5B is the first puzzle board surface PB1 where the piece group PiG2 is erased on the first puzzle board surface PB13 and the positional relationship of the piece Pi is updated. On the first puzzle board surface PB14, as a result of the update of the positional relationship of the piece Pi, a piece group PiG3, which is the piece group PiG, is formed as a set of pieces Pi that satisfy the match condition MC. The piece group PiG3 is erased from the first puzzle board surface PB14 by satisfying the match condition MC. In addition, "20" is described in the area 503 on the game screen 5d due to the further erasure of the piece Pi. That is, the user can grasp that a total of ten pieces Pi have been erased by one operation OP.

[0094] Furthermore, on the game screen 5d, a display body DBa, which is the display body DB, is drawn. The display body DBa is drawn when the match count NM reaches the first threshold value TV1. That is, in this case, the display body DBa is drawn when the match condition MC is satisfied three times based on the piece group PiG1 formed on the first puzzle board surface PB12, the piece group PiG2 formed on the first puzzle board surface PB13, and the piece group PiG3 formed on the first puzzle board surface PB14, and the match count NM reaches the first threshold value TV1 set to "3".

[0095] The display body DBa shown on the game screen 5d includes an area DBnm and areas DB1 to DB8. The area DBnm is an area that shows the value of the number of matches NM, and the value "3" of the number of matches NM is shown in the area DBnm in the display body DBa.

[0096] The areas DB1 to DB8 are located adjacent to each other in the order of areas DB1 to DB8, and furthermore, the area DB1 and the area DB8 are adjacent to form a closed curve structure, for example, a polygonal shape or a circle. Also, the areas DB1 to DB8 are configured to be able to draw the visual object VO. In the display body DBa, the first visual object VO1, which is a visual object VO, is drawn in the area DB3, and the second visual object VO2, which is a visual object VO, is drawn in the area DB7. The areas DB1 to DB8 are each associated with the number of matches NM. In one embodiment, the first visual object VO1 is drawn in the area DB3, which is the position corresponding to the number of matches NM being "3", and the second visual object VO2 is drawn in the area DB7, which is the position corresponding to "7" of the first specific number SN1. That is, the display body DBa, which is an example of the display body DB, is configured to show the difference between the number of matches NM and the first specific number SN1 based on the positional relationship between the first visual object VO1 and the second visual object VO2, which are visual objects VO. Also, the first visual object VO1 is drawn in a manner of filling the area DB3, and the second visual object VO2 is drawn by arranging an icon shown as an illustration of a gemstone in the area DB7. Note that no visual object VO is drawn in the areas DB1, DB2, DB4 to DB6, and DB8.

[0097] FIG. 6 is a schematic diagram of the game screen 5e on which the first puzzle board surface PB15 is drawn and the game screen 5f on which the first puzzle board surface PB16 is drawn, among the game screens 5. Note that the description of the same configuration as that of the game screens 5a to 5d is omitted.

[0098] The first puzzle board surface PB15 shown in FIG. 6A is the first puzzle board surface PB1 in which the piece group PiG3 has been erased on the first puzzle board surface PB14 and the positional relationship of the piece Pi has been updated. On the first puzzle board surface PB15, as a result of the update of the positional relationship of the piece Pi, a piece group PiG4, which is the piece group PiG, is formed as a set of pieces Pi that satisfy the match condition MC. The piece group PiG4 is erased from the first puzzle board surface PB15 by satisfying the match condition MC. Note that in the area 503 on the game screen 5e, "17" is described due to the further erasure of the piece Pi. That is, the user can grasp that a total of 13 pieces Pi have been erased by one operation OP.

[0099] On the game screen 5e, a display body DBb is drawn. The display body DBb is the display body DB in which the display body DBa has been updated. In the area DBnm of the display body DBb, the value "4" of the match count NM is shown. Also, the first visual object VO1 in the display body DBb has moved from the area DB3 drawn in the display body DBa to the area DB4 and is drawn. That is, the first visual object VO1 is drawn in the area DB4, which is the position corresponding to the match count NM being "4". That is, in this case, the visual object VO is updated so that the first visual object VO1 moves from the area DB3 to the area DB4 by being updated from the display body DBa to the display body DBb. As a result, the first visual object VO1 is drawn so as to approach the second visual object VO2 drawn in the area DB7, and thus the positional relationship between the first visual object VO1 and the second visual object VO2 is approaching.

[0100] The first puzzle board surface PB16 shown in FIG. 6B is the first puzzle board surface PB1 in which the piece group PiG4 has been erased on the first puzzle board surface PB15 and the positional relationship of the piece Pi has been updated. On the first puzzle board surface PB16, as a result of the update of the positional relationship of the piece Pi, a piece group PiG5, which is the piece group PiG, is formed as a set of pieces Pi that satisfy the match condition MC. The piece group PiG5 is erased from the first puzzle board surface PB16 by satisfying the match condition MC. In addition, "14" is described in the area 503 on the game screen 5f due to the further erasure of the piece Pi. That is, the user can grasp that a total of 16 pieces Pi have been erased by one operation OP.

[0101] On the game screen 5f, a display body DBc is drawn. The display body DBc is the display body DB in which the display body DBb has been updated. In the area DBnm in the display body DBc, the value "5" of the match count NM is shown. In addition, the first visual object VO1 in the display body DBc has been further moved and drawn from the area DB4 to the area DB5 where it was drawn in the display body DBb. As the match count NM is updated, the first visual object VO1 is drawn so as to be closer to the second visual object VO2 drawn in the area DB7. Therefore, the positional relationship between the first visual object VO1 and the second visual object VO2 is closer. According to such an aspect, by sequentially changing the positional relationship between the first visual object VO1 and the second visual object VO2 shown in the display body DB, it becomes possible to visually grasp the difference between the match count NM and the first specific number SN1, and it is possible to provide the user with an expectation for the advantageous effect BE to be imparted.

[0102] FIG. 7 is a schematic diagram of the game screen 5 in which the first puzzle board surface PB17 is drawn, the game screen 5g, and the game screen 5h in which the second puzzle board surface PB2 is drawn. Note that the description of the same configuration as the game screens 5a to 5f is omitted.

[0103] The first puzzle board surface PB17 shown in FIG. 7A is the first puzzle board surface PB1 where the piece group PiG5 is erased on the first puzzle board surface PB16 and the positional relationship of the piece Pi is updated. On the first puzzle board surface PB17, as a result of the update of the positional relationship of the piece Pi, a piece group PiG6 and a piece group PiG7, which are the piece group PiG, are formed as a set of pieces Pi that satisfy the match condition MC. The piece group PiG6 and the piece group PiG7 are erased from the first puzzle board surface PB17 by satisfying the match condition MC. In addition, the number "8" is described in the area 503 on the game screen 5g due to the further erasure of the piece Pi. That is, the user can grasp that a total of 22 pieces Pi have been erased by one operation OP.

[0104] On the game screen 5g, a display body DBd is drawn. The display body DBd is the display body DB in which the display body DBc is updated. In the area DBnm of the display body DBd, the value "7" of the match count NM is shown. In addition, the first visual object VO1 in the display body DBd has been further moved and drawn from the area DB5 to the area DB7 where it was drawn in the display body DBc. That is, the first visual object VO1 and the second visual object VO2 are drawn in the area DB7. That is, the display body DBd indicates a state where the match count NM has reached the first specific number SN1.

[0105] Also, on the first puzzle board surface PB17, two piece groups PiG, namely the piece group PiG6 and the piece group PiG7, satisfy the match condition MC. As a result, the number of matches NM is updated from "5" to "7". That is, in this case, the number of matches NM is the number of times updated corresponding to the number of piece groups PiG when there are multiple piece groups PiG on the puzzle board surface PB. In other words, when there are multiple piece groups PiG on the puzzle board surface PB, the operation unit 333 counts the match condition MC determined individually for each piece group PiG as a separate number of matches NM. According to such a mode, since the number of matches NM is integrated corresponding to the number of piece groups PiG, it is easier to update the number of matches NM, and the frequency of providing the user with the advantageous effect BE can be increased.

[0106] The second puzzle board surface PB2 shown in FIG. 7B is a puzzle board surface PB in which the piece group PiG6 and the piece group PiG7 are erased on the first puzzle board surface PB17 and the positional relationship of the piece Pi is updated. On the second puzzle board surface PB2, the positional relationship of the piece Pi does not satisfy the match condition MC. As a result, on the second puzzle board surface PB2, it is configured to be able to receive the second operation OP2. That is, by drawing the second puzzle board surface PB2 in which the positional relationship of the piece Pi does not satisfy the match condition MC, the number of matches NM on the first puzzle board surface PB1 becomes "7", and thus, the number of matches NM coincides with the first specific number SN1 which is "7". As a result of the number of matches NM coinciding with the first specific number SN1, the advantageous effect BE is given to the user. In other words, after the number of matches NM by the first operation OP1 coincides with the first specific number SN1, the imparting unit 335 imparts the advantageous effect BE when the positional relationship of the piece Pi does not satisfy the match condition MC any more on the first puzzle board surface PB1 where the positional relationship of the piece Pi is updated. According to such a mode, since the advantageous effect BE is imparted by the number of matches NM when the number of matches NM is determined by not satisfying the match condition MC any more coincides with the first specific number SN1, the difficulty for imparting the advantageous effect BE can be appropriately set.

[0107] The game screen 5h includes an area 504. The characters "Special Time" are shown in the area 504. Thus, the user can grasp that the advantageous effect BE is imparted.

[0108] In the game screen 5h, as the advantageous effect BE of "Special Time", the mode of the second operation OP2 is different from the mode of the first operation OP1 so that the puzzle game can proceed advantageously. Specifically, for example, the second puzzle board surface PB2 with the advantageous effect BE imparted is configured to be able to accept the second operation OP2 such that the degree of freedom of moving the piece Pi is higher than that of the first operation OP1. Also, the advantageous effect BE of increasing the degree of freedom of moving the piece Pi compared to the first operation OP1 is, for example, to make it possible to accept a plurality of operations OP for moving the piece Pi on the puzzle board surface PB until it is determined whether the match condition MC is satisfied as the second operation OP2. That is, the second puzzle board surface PB2 can accept a plurality of inputs of the operation OP for swapping the positions of the pieces Pi as the second operation OP2. The plurality of operations OP can be input until a predetermined condition is satisfied. Thereby, a plurality of piece groups PiG can be easily formed. The predetermined condition is defined based on, for example, the number of times the operation OP can be input, the allowed time, etc. The number of times allowed is 2 or more, specifically, for example, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20 times, and it may be within the range between any two of the numerical values exemplified here. Also, the allowed time is, specifically, for example, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30 seconds, and it may be within the range between any two of the numerical values exemplified here. According to such a mode, due to the imparted advantageous effect BE, the piece Pi can be moved more freely, so that an operation system different from the normal time can be provided during special time, and thus a more interesting experience can be provided to the user.

[0109] In addition, the advantageous effect BE may be an effect that increases the contribution degree to the clearing condition when the piece group PiG is erased so that the puzzle game can proceed advantageously. For example, when the advantageous effect BE is given, when the piece group PiG is erased, the points obtained by erasing the piece Pi may be increased. Specifically, for example, when five pieces Pi are erased, "10", which is twice "5", may be subtracted from "30", which is the number of pieces Pi to be erased.

[0110] Also, when an advantageous effect BE called "Special Time" is given and as a result, a plurality of piece groups PiG are erased, an additional effect may be given. The effect is an effect that can advantageously advance the puzzle game. For example, a special piece Pi may be arranged on the puzzle board PB. The special piece Pi is a piece Pi that generates an advantageous effect in the progress of the game, which is different from the normal piece Pi arranged on the puzzle board PB. Specifically, for example, when the piece group PiG is erased at a position adjacent to the special piece Pi, in addition to erasing the piece group PiG and the special piece Pi, the other pieces Pi in the vicinity thereof may be configured to be erased.

[0111] [Others] Regarding the information processing system 1 according to the above-described embodiment, the following aspects may be adopted.

[0112] FIG. 8 is a schematic diagram showing an example of a display mode of the display body DB. The display body DB shown in FIGS. 5 to 7 has been described by taking the case of a closed curve structure as an example, but it is not limited to this, and it may have a shape with ends, for example, it may be linear, curved, or the like. Hereinafter, an example of a linear display body DB will be described with reference to FIG. 8. Further, in one embodiment shown in FIGS. 4 to 7, the case where the number of matches NM matches the first specific number SN1 has been described as an example, but in the following description, examples of cases after the number of matches NM matches the first specific number SN1 will be further described. In the following description, the description of the same configuration as the display body DB shown in FIGS. 5 to 7 will be omitted.

[0113] The display bodies DBe to DBh shown in FIGS. 8A to 8D are examples of the display body DB, and form a rectangle arranged linearly adjacent in the order of regions DB1 to DB8. The second visual object VO2 shown in FIG. 8 includes a second visual object VO21 displayed at a position corresponding to the first specific number SN1 and a second visual object VO22 displayed at a position corresponding to the second specific number SN2. The second specific number SN2 is a specific number SN that becomes the target after the number of matches NM exceeds the first specific number SN1, and is a value larger than the first specific number SN1. Specifically, for example, the value of the first specific number SN1 is "8" and the value of the second specific number SN2 is "16". The display bodies DBe to DBg are configured such that when the number of matches NM reaches the value "8" of the first specific number SN1, and the display body DBh is configured such that when the number of matches NM reaches the value "16" of the second specific number SN2, an advantageous effect BE is imparted. That is, the imparting unit 335 imparts an advantageous effect BE1, which is an advantageous effect BE, when the number of matches NM reaches the first specific number SN1, and imparts an advantageous effect BE2 when the number of matches NM reaches the second specific number SN2. In this case, the advantageous effect BE1 and the advantageous effect BE2 may be the same effect or different effects. Hereinafter, the advantageous effect BE2 will be described as an advantageous effect BE that is more advantageous than the advantageous effect BE1. Note that the user can grasp by the display body DBf that if the number of matches NM does not reach the first specific number SN1 by further satisfying the match condition MC, the advantageous effect BE1 is not imparted.

[0114] The display body DBe is the display body DB corresponding to the case where the match condition MC is satisfied 3 times, that is, the case where the value of the number of matches NM is "3". The region DBnm and the first visual object VO1 in the display body DBe are drawn in the region DB3 so as to correspond to the value "3" of the number of matches NM. The value "3" of the number of matches NM is shown in the region DBnm. The first visual object VO1 is drawn in a manner of filling the region DB3.

[0115] Furthermore, among the second visual objects VO2, a second visual object VO21 is drawn on the display body DBe. The second visual object VO21 is drawn by arranging an icon shown as an illustration of a gemstone in the area DB8 so as to correspond to the value "8" of the first specific number SN1. Note that the second visual object VO22 is not drawn on the display body DBe.

[0116] When the display body DBe is shown in this way, the user can grasp that the current number of match times NM is 3 by the first visual object VO1, and in addition, can grasp that the value of the first specific number SN1 is "8" by the second visual object VO21. That is, the user can grasp that when the match condition MC is further satisfied 5 times, that is, when it is satisfied a total of 8 times, the number of match times NM reaches the first specific number SN1. Thereby, the user can grasp the difference between the number of match times NM and the first specific number SN1 by the display body DB (display body DBe as an example). In other words, the display body DBe is configured to show the difference between the number of match times NM and the first specific number SN1 by the positional relationship between the first visual object VO1, which is the visual object VO, and the second visual object VO21. Furthermore, the user can grasp by the display body DBe that when the number of match times NM reaches the value "8" of the first specific number SN1, a favorable effect BE1 is imparted. Also, the user can grasp by the display body DBe that the favorable effect BE1 is not imparted if the number of match times NM does not reach "8", which is the first specific number SN1.

[0117] The display body DBf is a display body DB corresponding to the case where the match condition MC is satisfied 5 times, that is, when the value of the number of matches NM is "5". The area DBnm and the first visual object VO1 in the display body DBf are drawn in the area DB5 so as to correspond to the value "5" of the number of matches NM. The value "5" of the number of matches NM is shown in the area DBnm. The first visual object VO1 is drawn in a manner that fills the area DB5. Note that since the second visual object VO2 has the same configuration as the display body DBe, the description thereof is omitted.

[0118] Also, the first visual object VO1 in the display body DBf has moved from the area DB3 drawn in the display body DBe to the area DB5 and is drawn there. In response to the update of the number of matches NM, the first visual object VO1 is drawn so as to approach the second visual object VO21 drawn in the area DB8. Therefore, the positional relationship between the first visual object VO1 and the second visual object VO21 is getting closer. According to such a mode, by changing the positional relationship between the first visual object VO1 and the second visual object VO21 shown in the display body DB, it becomes possible to visually grasp the difference between the number of matches NM and the first specific number SN1, and it is possible to provide the user with an expectation for obtaining a more advantageous effect BE.

[0119] The display body DBg is a display body DB corresponding to the case where the match condition MC is satisfied 8 times, that is, when the value of the number of matches NM is "8". That is, in the display body DBg, the state where the number of matches NM has reached the value of the first specific number SN1, which is "8", is shown. More specifically, in the display body DBg, the state where the value of the first specific number SN1, which is "8", matches the value of the number of matches NM is shown. Specifically, for example, in the display body DBg, the area DBnm, the first visual object VO1, and the second visual object VO21 are drawn together in the area DB8. The value of the number of matches NM, which is "8", is shown in the area DBnm. The first visual object VO1 is drawn in a manner that fills the area DB8. The second visual object VO21 is drawn by arranging an icon shown as a gem illustration in the area DB8.

[0120] By showing the display body DBg in this way, the user can grasp that the current number of matches NM is 8 by the first visual object VO1 and the second visual object VO2, and that it matches the value of the first specific number SN1. Furthermore, the user can grasp that when the match condition MC is no longer satisfied thereafter, the advantageous effect BE1 is imparted.

[0121] The display body DBh is a display body DB corresponding to the case where the match condition MC is satisfied 9 times, that is, when the value of the number of matches NM is "9". The area DBnm and the first visual object VO1 in the display body DBh are drawn in the area DB1 so as to correspond to the value of the number of matches NM, which is "9". The value of the number of matches NM, which is "9", is shown in the area DBnm. The first visual object VO1 is drawn in a manner that fills the area DB1. That is, the area DBnm and the first visual object VO1 are drawn to move cyclically in the display body DB in accordance with the update of the number of matches NM, that is, as the display body DB is sequentially updated from the display body DBe to the display body DBh.

[0122] Furthermore, in the display body DBh, among the second visual objects VO2, the second visual object VO22 is drawn. The second visual object VO22 is drawn by arranging an icon shown as an illustration of three gems in the area DB8 so as to correspond to the value "16" which is the value of the second specific number SN2. That is, the second visual object VO21 has been updated to the second visual object VO22 because the number of matches NM has exceeded the value "8" which is the value of the first specific number SN1.

[0123] By showing the display body DBh in this way, the user can grasp that the current number of matches NM is 9 by the first visual object VO1, and in addition, can grasp that the value of the second specific number SN2 is "16" by the second visual object VO22. That is, the user can grasp that when the match condition MC is further satisfied 7 times, that is, when it is satisfied a total of 16 times, the number of matches NM reaches the second specific number SN2. Thereby, the user can grasp the difference between the number of matches NM and the second specific number SN2 by the display body DB (display body DBh as an example). In other words, the display body DBh, which is an example of the display body DB, is configured to show the difference between the number of matches NM and the second specific number SN2, which is a value larger than the first specific number SN1, when the number of matches NM by the operation OP (the first operation OP1 as an example) exceeds the first specific number SN1. According to such an aspect, when the number of matches NM exceeds the first specific number SN1, since the second specific number SN2 is further shown in the display body DB, it is possible to provide the user with an expectation for the advantageous effect BE to be imparted. Further in other words, the display body DB (display body DBh as an example) is configured to show the difference between the number of matches NM and the second specific number SN2, which is a value larger than the first specific number SN1, when the number of matches NM by the operation OP (the first operation OP1 as an example) exceeds the first specific number SN1 by the first visual object VO1 being associated with the display body DB and moving cyclically in response to the update of the number of matches NM. According to such an aspect, by the first visual object VO1 moving cyclically, when the number of matches NM exceeds the first specific number SN1, it becomes possible to visually grasp the difference between the number of matches NM and the second specific number SN2, and it is possible to provide the user with an expectation for the advantageous effect BE to be imparted. Furthermore, the user can grasp that when the number of matches NM reaches the value "16" of the second specific number SN2, the advantageous effect BE2 is imparted.

[0124] Next, in the state drawn on the display body DBh, when the match condition MC is not satisfied thereafter, that is, when the match condition MC is satisfied 9 times and then the match count NM is 9 without satisfying the match condition MC, it will be described.

[0125] First, as an example, the imparting unit 335 will be described for the case of imparting an advantageous effect BE based on the match count NM being 9. In this case, first, the arithmetic unit 333 determines that based on the match count NM being 9, it has reached the value of "8" which is the value of the first specific number SN1, and further determines that it has not reached the value of "16" which is the value of the second specific number SN2. Then, based on the determination by the arithmetic unit 333, the imparting unit 335 imparts the advantageous effect BE1 corresponding to the first specific number SN1 among the advantageous effects BE.

[0126] Next, as an example different from the above, the imparting unit 335 will be described for the case of not imparting an advantageous effect BE based on the match count NM being 9. In this case, first, the arithmetic unit 333 determines that based on the match count NM being 9, the match count NM has exceeded the value of "8" which is the value of the first specific number SN1, and further determines that the match count NM has not reached the value of "16" which is the value of the second specific number SN2. Then, based on the determination by the arithmetic unit 333, the imparting unit 335 does not execute the process of imparting the advantageous effect BE. That is, in the display body DB in this case, it includes a win where the advantageous effect BE is imparted if the match count NM is 8, and a loss where the advantageous effect BE is not imparted if the match count NM is 9. Further, in the case of a loss where the advantageous effect BE is not imparted, the imparting unit 335 may impart the effect Ef. That is, the imparting unit 335 may impart the effect Ef when the match count NM exceeds the first specific number SN1 and does not reach the second specific number SN2. Note that in the case of a loss where the advantageous effect BE is not imparted, the imparting unit 335 may not impart the effect Ef either.

[0127] The effect Ef is different from the advantageous effect BE. For example, it is to make it easier to obtain the advantageous effect BE. Specifically, for example, by changing the value of the specific number SN to a smaller value, the number of matches NM can easily reach the specific number SN, or by increasing the number of the specific number SN associated with the display body DB, the number of matches NM can easily match the specific number SN. More specifically, for example, the effect Ef is to change the value of the first specific number SN1 from "8" to "4" and further change the value of the second specific number SN2 from "16" to "8". In the display body DB in this case, two second visual objects VO2, namely the second visual object VO21 corresponding to the first specific number SN1 and the second visual object VO22 corresponding to the second specific number SN2, are drawn. According to such a mode, since the possibility of obtaining the advantageous effect BE is increased by imparting the effect Ef, a more interesting experience can be provided to the user.

[0128] In addition, the display body DB is configured to show the difference between the number of matches NM and the second specific number SN2 which is a numerical value larger than the first specific number SN1 before the number of matches NM by the operation OP exceeds the first specific number SN1. In other words, the display body DB is configured to show the differences from a plurality of specific numbers SN (for example, the first specific number SN1 and the second specific number SN2). According to such a mode, since the second specific number SN2 is shown in the display body DB before the number of matches NM exceeds the first specific number SN1, the differences from the plurality of specific numbers SN can be grasped at a glance, and a more interesting experience can be provided to the user.

[0129] In other words, when imparting the effect Ef, the imparting unit 335 sets the condition for imparting the advantageous effect BE based on the second operation OP2 (an example of the operation OP) to be a condition that allows the advantageous effect BE to be more easily obtained than the condition for imparting the advantageous effect BE based on the first operation OP1, when the advantageous effect BE has not been imparted based on the first operation OP1 (an example of the operation OP). It is preferable to impart an effect Ef different from the advantageous effect BE. According to such an aspect, when the advantageous effect BE has not been imparted based on the first operation OP1, the possibility of obtaining the advantageous effect BE is increased in the next second operation OP2, so that a more interesting experience can be provided to the user.

[0130] FIG. 9 is a schematic diagram of a game screen 6 showing an example of the display mode of the display body DB. The display body DB shown in FIG. 5B has been described for the case where it is drawn at the lower left of the game screen 5, but it is not limited to this. As long as it is visible to the user, it may be drawn at any location on the game screen. For example, it may be drawn so as to overlap the puzzle board surface PB at approximately the center of the game screen. Hereinafter, an example of the case where the display body DB is drawn so as to overlap the puzzle board surface PB at approximately the center of the game screen will be described with reference to FIG. 8. Also, the play status of the puzzle game on the game screen 6 is the same as the play status on the game screen 5d shown in FIG. 5B. Note that the description of the same configuration as that of the game screen 5d will be omitted.

[0131] On the game screen 6, the display body DBa is drawn so as to overlap the first puzzle board surface PB14. In other words, the display control unit 334 causes the display to overlap the puzzle board surface PB with a display body DB indicating the difference between the number of matches NM and the specific number SN (for example, the first specific number SN1) in response to the number of matches NM by the first operation OP1 reaching the first threshold value TV1. According to such an aspect, the user can more easily grasp the information shown in the display body DB, so that a more interesting experience can be provided to the user.

[0132] In the foregoing embodiment, the case where the display control unit 334 causes the display body DB to be displayed in response to the match count NM reaching the first threshold value TV1 has been described, but the present invention is not limited thereto. Specifically, for example, when the puzzle board surface information PBIf satisfies a predetermined condition, the display control unit 334 may cause the display body DB indicating the difference between the match count NM and the first specific number SN1 to be displayed in response to the match count NM reaching the first threshold value TV1 by the first operation OP1 (an example of the operation OP). Further, when the puzzle board surface information PBIf does not satisfy the predetermined condition, the display control unit 334 may not cause the display body DB to be displayed even if the match count NM reaches the first threshold value TV1 by the first operation OP1. In this case, the arithmetic unit 333 determines whether the puzzle board surface information PBIf satisfies the predetermined condition after the first operation OP1 is input and before the match count NM reaches the first threshold value TV1.

[0133] The puzzle board surface information PBIf is information regarding the positional relationship of the piece Pi on the first puzzle board PB1 (an example of the puzzle board PB), and is, for example, a score (hereinafter simply referred to as a score) indicating the ease of repeating satisfaction of the match condition MC calculated based on the positional relationship of the piece Pi on the puzzle board PB. The score is indicated by, for example, 0 to 100 points. The predetermined condition in this case is set to be satisfied, for example, when the score is 70 points or more, as a condition for determining the score.

[0134] Hereinafter, the case where the first threshold value TV1 is set to "3" and the predetermined condition is set to "70 points or more" will be described as an example. First, the arithmetic unit 333 calculates a score based on the positional relationship of the piece Pi on the puzzle board PB. For example, the score is calculated based on the positional relationship of the piece Pi on the puzzle board PB and the reference information.

[0135] The reference information is information capable of calculating the ease of repeating satisfaction of the match condition MC from the positional relationship of the piece Pi, and may be, for example, a database storing a lookup table or the like, a function representing the correspondence of values determined depending on a certain variable, a mathematical model that mathematically relates a plurality of pieces of information, or the like.

[0136] Next, the arithmetic unit 333 determines whether or not the score satisfies a predetermined condition.

[0137] Then, when the score is "80 points" that satisfies the predetermined condition, the display control unit 334 causes the display body DB to be displayed in response to the number of matches NM by the first operation OP1 reaching the first threshold value TV1. On the other hand, when the score is "60 points" that does not satisfy the predetermined condition, the display control unit 334 does not cause the display body DB to be displayed even if the number of matches NM by the first operation OP1 reaches "3", which is the first threshold value TV1. According to such an aspect, it becomes possible to display the display body DB when the puzzle board surface information PBIf satisfies the predetermined condition, and by appropriately adjusting the user's sense of expectation, it is possible to provide the user with a highly interesting experience.

[0138] Further, the puzzle board surface information PBIf may include the numerical value of the number of matches NM by the first operation OP1 calculated in advance before the number of matches NM by the first operation OP1 reaches the first threshold value TV1. In this case, when the number of matches NM by the first operation OP1 calculated in advance is equal to or greater than the second threshold value TV2, the display control unit 334 may cause the display body DB to be displayed in response to the number of matches NM by the first operation OP1 reaching the first threshold value TV1. Also, when the number of matches NM by the first operation OP1 calculated in advance is less than the second threshold value TV2, the display control unit 334 may not cause the display body DB to be displayed even if the number of matches NM by the first operation OP1 reaches the first threshold value TV1. In this case, the calculation unit 333 calculates in advance the numerical value of the number of matches NM by the first operation OP1 from when the first operation OP1 is input until before the number of matches NM reaches the first threshold value TV1, and determines whether the number of matches NM by the first operation OP1 calculated in advance is equal to or greater than the second threshold value TV2 or less than the second threshold value TV2. The calculation unit 333 calculates the numerical value of the number of matches NM based on the number of times of match conditions MC satisfied by updating the puzzle board PB without causing the display body DB to be displayed on the display 4a by the display control unit 334 from when the first operation OP1 is input until before the number of matches NM reaches the first threshold value TV1. Specifically, for example, the calculation unit 333 calculates in advance using the piece group PiG erased by satisfying the match condition MC, the piece Pi replenished by the erasure of the piece group PiG, the positional relationship of the piece Pi on the updated puzzle board PB, etc., to calculate the numerical value of the number of matches NM by the first operation OP1.

[0139] The display control unit 334 causes the display body DB to be displayed in response to the match count NM by the first operation OP1 reaching the first threshold value TV1 (which is "3") when the pre-calculated match count NM is "6" which is equal to or greater than the second threshold value TV2. Or, when the pre-calculated match count NM is "4" which is less than the second threshold value TV2, the display control unit 334 does not cause the display body DB to be displayed even if the match count NM by the first operation OP1 reaches the first threshold value TV1 (which is "3"). According to such an aspect, it becomes possible to display the display body DB when there is a high possibility that the match count NM reaches the first specific number SN1, and by appropriately adjusting the user's expectation, it is possible to provide the user with a highly interesting experience.

[0140] Furthermore, the puzzle board surface information PBIf may include the probability that the match count NM reaches the second threshold value TV2, which is defined by the positional relationship of the pieces Pi on the first puzzle board PB1. The second threshold value TV2 is an arbitrarily set numerical value, and is a threshold value TV that is larger than the first threshold value TV1. The second threshold value TV2 is, for example, 2, 3, 4, 5, 6, 7, 8, 9, 10, and may also be within the range between any two of the numerical values exemplified here. In this case, the display control unit 334 may cause the display body DB to be displayed in response to the match count NM by the first operation OP1 reaching the first threshold value TV1 when the probability that the match count NM reaches the second threshold value TV2 is equal to or greater than a predetermined value. Also, when the probability that the match count NM reaches the second threshold value TV2 is less than the predetermined value, the display control unit 334 may not cause the display body DB to be displayed even if the match count NM by the first operation OP1 reaches the first threshold value TV1. In this case, the calculation unit 333 calculates the probability that the match count NM reaches the second threshold value TV2 from when the first operation OP1 is input until before the match count NM reaches the first threshold value TV1, and determines whether or not the calculated probability is equal to or greater than the predetermined value.

[0141] The probability that the number of matches NM reaches the second threshold value TV2 is defined based on the positional relationship of the piece Pi on the puzzle board surface PB. This probability is defined based on, as the positional relationship of the piece Pi on the puzzle board surface PB, for example, the number of specific positional relationships formed, the number of types of the piece Pi, the position of the group of pieces PiG that satisfies the match condition MC on the puzzle board surface PB by the operation OP, and the like. Specifically, for example, this probability is defined to increase when pieces Pi of the same or corresponding attributes are arranged adjacent to each other, and the group of pieces PiG that satisfies the match condition MC is located below the puzzle board surface PB. In this case, the arithmetic unit 333 predicts the number of times of the expected number of matches NM based on the positional relationship of the piece Pi on the puzzle board surface PB, and calculates the probability of reaching the second threshold value TV2.

[0142] Hereinafter, a case where the first threshold value TV1 is set to "3", the second threshold value TV2 is set to "5", and the predetermined value is set to "70%" will be described as an example. First, the arithmetic unit 333 calculates the probability that the number of matches NM reaches the second threshold value TV2 before the number of matches NM reaches the first threshold value TV1, which is "3", after the first operation OP1 is input. Next, the arithmetic unit 333 determines whether the probability that the number of matches NM reaches the second threshold value TV2 is equal to or greater than the predetermined value. Then, when the probability that the number of matches NM reaches the second threshold value TV2 is equal to or greater than the predetermined value, that is, "80%", the display control unit 334 causes the display body DB to be displayed in response to the number of matches NM by the first operation OP1 reaching the first threshold value TV1. Further, when the probability that the number of matches NM reaches the second threshold value TV2 is less than the predetermined value, that is, "60%", the display control unit 334 does not cause the display body DB to be displayed even if the number of matches NM by the first operation OP1 reaches the first threshold value TV1. According to such an aspect, it becomes possible to cause the display body DB to be displayed when the possibility that the number of matches NM reaches the first specific number SN1 is high, and by appropriately adjusting the user's sense of expectation, it is possible to provide the user with a highly interesting experience.

[0143] In one embodiment shown in FIG. 7, when there are a plurality of groups of pieces PiG that satisfy the match condition MC on the puzzle board surface PB, the case where the number of matches NM is updated corresponding to the number of the groups of pieces PiG has been described, but it is not limited thereto. For example, even if there are a plurality of groups of pieces PiG that satisfy the match condition MC on the puzzle board surface PB, the arithmetic unit 333 may update the number of matches NM according to the number of times the puzzle board surface PB is updated. In other words, when there are a plurality of groups of pieces PiG on the puzzle board surface PB, the arithmetic unit 333 counts the number of matches NM according to the number of times the puzzle board surface PB is updated, regardless of the number of match conditions MC individually determined for each group of pieces PiG. Specifically, for example, when two groups of pieces PiG are formed on the puzzle board surface PB, the arithmetic unit 333 adds 1 to the number of matches NM regardless of the number of the groups of pieces PiG.

[0144] In the above-described embodiment, the case where the region DBnm is drawn on the display body DB has been described as an example, but it is not limited thereto, and a display body DB on which the region DBnm is not drawn may be adopted. In this case, the user may visually recognize the value of the number of matches NM according to the position on the display body DB where the first visual object VO1 is drawn.

[0145] In the above-described embodiment, the case where the first visual object VO1 is drawn in a manner of filling the regions DB1 to DB8 has been described as an example, but it is not limited thereto, and the regions DB1 to DB8 may be drawn in a manner of emphasizing them so that the user can identify them. For example, the first visual object VO1 may be drawn in a manner of emphasizing the frame indicating the regions DB1 to DB8.

[0146] In the foregoing embodiment, the advantageous effect BE was described by taking, as an example, the case where the advantageous effect BE is an effect that enables the advantageous progress of the puzzle game "Special Time". However, the present invention is not limited to this, and it may also be an effect, a right, or the like for improving the interest in the virtual game space. For example, the effect for improving the interest may be an effect for improving the interest in the virtual game space through the five senses of the user, such as displaying a special visual effect on the display 4a, enriching the display of an image, generating a special BGM or sound effect, or applying vibration to the input device 4c. Further, for example, the right for improving the interest may be an advantageous right in the real space, such as the right to apply for a predetermined lottery or the like, the right to enable the execution of a predetermined lottery or the like, the right of prior reservation, the right of special discount, or the like.

[0147] In the foregoing embodiment, the case where the advantageous effect BE of "Special Time" is imparted when (or when) the number of matches NM by the first operation OP1 reaches the first specific number SN1 was described, and the case where the second operation OP2, which has a higher degree of freedom of moving the piece Pi than the first operation OP1, is acceptable was taken as an example. However, the present invention is not limited to this. For example, the advantageous effect BE may be configured to be applicable in the operation OP after the second operation OP2, or may be configured to be applicable at an arbitrary timing by the user.

[0148] In the foregoing embodiment, the match 3 type puzzle game has been described as an example, but the present invention is not limited thereto. For example, the puzzle game may be a so-called falling object puzzle game configured to proceed by sequentially arranging new pieces Pi on the squares Sq of the puzzle board PB in order to satisfy the match condition MC. The operation OP in this case is an operation of moving the piece Pi to be newly arranged on the puzzle board PB. For example, the operation OP is an operation of moving or rotating a plurality of pieces Pi integrally and arranging them newly on the puzzle board PB. The match condition MC is configured to be satisfied when a plurality of pieces Pi arranged on the puzzle board PB take a predetermined arrangement. For example, the match condition MC is configured to be satisfied when four or more pieces Pi are aligned. Further, when the match condition MC is satisfied, the puzzle board PB is updated by updating the positional relationship of the pieces Pi arranged on the puzzle board PB, and no new piece Pi is replenished.

[0149] In the foregoing embodiment, the case where the puzzle board PB is configured in a substantially checkerboard shape by including a plurality of rectangular squares Sq has been described as an example, but the present invention is not limited thereto. The shape of the square Sq only needs to allow the piece Pi to be arranged thereon. For example, it may be a polygon (triangle, trapezoid, hexagon, etc.), a circle, an ellipse, or the like. Further, the puzzle board PB only needs to be able to satisfy the match condition MC by moving the piece Pi arranged on the square Sq. For example, the puzzle board PB may be configured by combining a plurality of squares Sq of a polygon (triangle, trapezoid, hexagon, etc.), a circle, an ellipse, or the like. Further, the outer shape of the puzzle board PB is not particularly limited. For example, it may be a rectangle, a circle, a shape with irregularities, or the like.

[0150] At least one of the devices included in the information processing system 1 may be installed outside Japan. For example, the information processing device 2 may be installed outside Japan, and a user in Japan may access the information processing device 2 using his or her game device 3. Or, the information processing device 2 may be installed in Japan, and a user outside Japan may access the information processing device 2 using his or her game device 3. According to such an aspect, a more interesting experience can be provided to the user under various management forms.

[0151] In one embodiment, the game control unit 331, reception unit 332, calculation unit 333, display control unit 334, and granting unit 335 are described as functional units realized by the control unit 33 of the game device 3. However, at least a part of these may be implemented as functional units realized by the control unit 23 of the information processing device 2. Furthermore, various information described in the above example may be stored not only in the storage unit 32 of the game device 3 but also distributedly in other external devices. In such a case, distributed ledger management based on blockchain or the like may be performed.

[0152] Furthermore, it may be provided in each of the aspects described below.

[0153] (1) An information processing system comprising at least one processor, wherein the processor is configured to execute a program such that the following steps proceed. In a game control step, a game is advanced based on a user's operation. Here, the game has a quest using a puzzle board including a plurality of pieces, and is configured to move at least one of the pieces on the puzzle board based on a first operation by the user. In a display step, on the puzzle board including the piece moved based on the first operation, when the positional relationship of the pieces satisfies a predetermined match condition, a first puzzle board which is the puzzle board with the updated positional relationship of the pieces is displayed. On the first puzzle board, when the positional relationship of the pieces satisfies the match condition, the first puzzle board with the further updated positional relationship of the pieces is further displayed. On the first puzzle board with the updated positional relationship of the pieces, when the positional relationship of the pieces does not satisfy the match condition, a second puzzle board which is the puzzle board capable of receiving a second operation is displayed. Here, the second operation is an operation for moving at least one of the pieces on the second puzzle board, which is different from the first operation. In an awarding step, an effect advantageous to the user is awarded according to the number of matches by the first operation. Here, the number of matches is the number of times updated by satisfying the match condition on the first puzzle board until the second puzzle board is displayed.

[0154] According to such an aspect, a more interesting experience can be provided to the user.

[0155] (2) In the information processing system according to (1) above, in the awarding step, when the number of matches by the first operation reaches a first specific number, the advantageous effect is awarded.

[0156] According to such an aspect, since an advantageous effect is awarded when the number of matches reaches a specific number, a more interesting experience can be provided to the user.

[0157] (3) In the information processing system according to (2) above, in the giving step, after the number of matches by the first operation matches the first specific number, in the first puzzle board surface where the positional relationship of the pieces has been updated, when the positional relationship of the pieces no longer satisfies the match condition, a system that gives the advantageous effect.

[0158] According to such an aspect, since an advantageous effect is given when the number of matches matches the first specific number, a more interesting experience can be provided to the user.

[0159] (4) In the information processing system according to (2) or (3) above, in the display step, in response to the number of matches by the first operation reaching a first threshold value, a display body indicating the difference between the number of matches and the first specific number is displayed.

[0160] According to such an aspect, it becomes possible to grasp the process of whether the number of matches reaches the first specific number by the display body, and a more interesting experience can be provided to the user.

[0161] (5) In the information processing system according to (2) or (3) above, in the display step, when the puzzle board surface information regarding the positional relationship of the pieces on the first puzzle board surface satisfies a predetermined condition, in response to the number of matches by the first operation reaching a first threshold value, a display body indicating the difference between the number of matches and the first specific number is displayed, and when the puzzle board surface information does not satisfy the predetermined condition, even if the number of matches by the first operation reaches the first threshold value, the display body is not displayed.

[0162] According to such an aspect, when the puzzle board surface information satisfies a predetermined condition, it becomes possible to display the display body, and a more interesting experience can be provided to the user.

[0163] (6) In the information processing system according to (5) above, the puzzle board surface information includes the probability that the number of matches reaches a second threshold value, which is defined by the positional relationship of the pieces on the first puzzle board surface. The second threshold value is a threshold value with a larger numerical value than the first threshold value. In the display step, when the probability that the number of matches reaches the second threshold value is equal to or greater than a predetermined value, the display body is displayed in response to the fact that the number of matches by the first operation has reached the first threshold value. When the probability that the number of matches reaches the second threshold value is less than the predetermined value, even if the number of matches by the first operation reaches the first threshold value, the display body is not displayed.

[0164] According to such an aspect, when there is a high possibility that the number of matches reaches a first specific number, it becomes possible to display the display body, and a more interesting experience can be provided to the user.

[0165] (7) In the information processing system according to (5) above, the puzzle board surface information includes the numerical value of the number of matches by the first operation that has been calculated in advance before the number of matches by the first operation reaches the first threshold value. In the display step, when the number of matches by the first operation that has been calculated in advance is equal to or greater than a second threshold value, the display body is displayed in response to the fact that the number of matches by the first operation has reached the first threshold value. Here, the second threshold value is a threshold value with a larger numerical value than the first threshold value. When the number of matches by the first operation that has been calculated in advance is less than the second threshold value, even if the number of matches by the first operation reaches the first threshold value, the display body is not displayed.

[0166] According to such an aspect, when there is a high possibility that the number of matches reaches a first specific number, it becomes possible to display the display body, and a more interesting experience can be provided to the user.

[0167] (8) In the information processing system according to any one of (4) to (7) above, when the number of matches by the first operation exceeds the first specific number, the display body is further configured to show a difference between the number of matches and a second specific number which is a value larger than the first specific number, and in the imparting step, the advantageous effect is imparted when the number of matches reaches the second specific number.

[0168] According to such an aspect, when the number of matches exceeds the first specific number, the second specific number is further shown on the display body, so that a more interesting experience can be provided to the user.

[0169] (9) In the information processing system according to any one of (4) to (8) above, the display body is configured to show a difference between the number of matches and the first specific number according to the positional relationship of visual objects, where the visual objects include a first visual object displayed at a position corresponding to the number of matches and a second visual object displayed at a position corresponding to the first specific number, and in the displaying step, by updating the position where the first visual object is displayed corresponding to the update of the number of matches by the first operation, the difference between the number of matches and the first specific number is visually displayed.

[0170] According to such an aspect, it becomes possible to visually grasp the difference between the number of matches and the first specific number according to the positional relationship of the first visual object and the second visual object shown on the display body, and a more interesting experience can be provided to the user.

[0171] (10) In the information processing system according to (9) above, the display body is configured such that, in response to an update of the number of matches, the first visual object is associated with the display body and moves cyclically, so that when the number of matches by the first operation exceeds the first specific number, a difference between the number of matches and a second specific number, which is a value larger than the first specific number, is shown. In the giving step, the advantageous effect is given when the number of matches reaches the second specific number.

[0172] According to such an aspect, by the cyclic movement of the first visual object, when the number of matches exceeds the first specific number, it becomes possible to visually grasp the difference between the number of matches and the second specific number, and a more interesting experience can be provided to the user.

[0173] (11) In the information processing system according to any one of (1) to (10) above, in the giving step, when the advantageous effect is not given based on the first operation, the condition for giving the advantageous effect based on the second operation is made a condition that enables the advantageous effect to be more easily obtained than the condition for giving the advantageous effect based on the first operation, and an effect different from the advantageous effect is given.

[0174] According to such an aspect, when the advantageous effect is not given based on the first operation, in the next second operation, the possibility of obtaining the advantageous effect is increased, so that a more interesting experience can be provided to the user.

[0175] (12) In the information processing system according to any one of (1) to (11) above, the advantageous effect includes making it possible to accept the second operation so that the degree of freedom of moving the piece is higher than that of the first operation.

[0176] According to such an aspect, due to the given advantageous effect, the piece can be moved more freely, so that a more interesting experience can be provided to the user.

[0177] (13) In the information processing system according to (12) above, the advantageous effect of increasing the degree of freedom of moving the piece compared to the first operation is that, as the second operation, an operation for moving the piece on the puzzle board surface can be accepted a plurality of times until it is determined whether or not the match condition is satisfied. System.

[0178] According to such an aspect, due to the advantageous effect imparted, the piece can be moved more freely, so that a more interesting experience can be provided to the user.

[0179] (1) In the information processing system according to any one of (1) to (13) above, the number of matches is the number of times updated corresponding to the number of groups of pieces when there are a plurality of groups of pieces on the puzzle board surface, where the group of pieces is a group of pieces that satisfy the match condition in the positional relationship of the pieces. System.

[0180] According to such an aspect, since the number of matches is integrated corresponding to the number of groups of pieces, a more interesting experience can be provided to the user.

[0181] (15) An information processing method including each step of the information processing system according to any one of (1) to (14) above.

[0182] According to such an aspect, a more interesting experience can be provided to the user.

[0183] (16) A program that causes at least one computer to execute each step of the information processing system according to any one of (1) to (14) above.

[0184] According to such an aspect, a more interesting experience can be provided to the user. Of course, this is not the limit.

[0185] Finally, although various embodiments according to the present disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, replacements, and changes can be made without departing from the gist of the disclosure. Such embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure described in the claims and the equivalent scope thereof.

Explanation of Reference Numerals

[0186] 1: Information Processing System 11: Communication Network 2: Information Processing Apparatus 20: Communication Bus 21: Communication Unit 22: Storage Unit 23: Control Unit 3: Game Apparatus 30: Communication Bus 31: Communication Unit 32: Storage Unit 33: Control Unit 331: Game Control Unit 332: Reception Unit 333: Arithmetic Unit 334: Display Control Unit 335: Granting Unit 34a: Graphics Processing Unit 34b: Audio Processing Unit 34c: Operation Unit 4a: Display 4b: Speaker 4c: Input Device 5: Game Screen 5a: Game Screen 5b: Game Screen 5c: Game Screen 5d: Game Screen 5e: Game Screen 5f: Game Screen 5g: Game Screen 5h: Game Screen 501: Region 502 :Area 503 :Area 504 :Area 6: Game screen BE: Beneficial effect BE1: Beneficial effect BE2: Beneficial Effects Ef: Effect DB:Display body DBa:Display body DBb: Display body DBc: Display body DBd: Display body DBe:Display body DBf: Display DBg: Display body DBh: Display body DB1: area DB2: area DB3: area DB4: area DB5: area DB6: area DB7: area DB8: area DBnm: area MC: Match Conditions NM: Number of matches OP: Operation OP1: 1st operation OP2: 2nd operation PB: Puzzle board PB1: First puzzle board PB11: First puzzle board PB12: First puzzle board PB13: First puzzle board PB14: First puzzle board PB15: First puzzle board PB16: First puzzle board PB17: First puzzle board PB2: Second puzzle board PBIf: Puzzle board information Pi: Peace Pia: Peace Pib: Peace PiG: Piece group PiG1: Piece group PiG2: Piece group PiG3: Piece group PiG4: Piece group PiG5: Piece group PiG6: Piece group PiG7: Piece group Sq: Square Sq1: Square Sq2: Square Sq3: Square Sq4: Square SN: Specific number SN1: First specific number SN2: Second specific number TV: Threshold value TV1: First threshold value TV2: Second threshold value VO: Visual object VO1: First visual object VO2: Second visual object VO21: Second visual object VO22: Second visual object

Claims

1. An information processing system, comprising at least one processor, the processor being configured to execute a program such that the following steps proceed: In a game control step, a game is advanced based on a user's operation, where the game has a quest using a puzzle board including a plurality of pieces, and is configured to move at least one of the pieces on the puzzle board based on a first operation by the user. In a display step, on the puzzle board including the piece moved based on the first operation, when the positional relationship of the pieces satisfies a predetermined match condition, a first puzzle board that is the puzzle board with the updated positional relationship of the pieces is displayed. On the first puzzle board, when the positional relationship of the pieces satisfies the match condition, the first puzzle board with the further updated positional relationship of the pieces is further displayed. On the first puzzle board with the updated positional relationship of the pieces, when the positional relationship of the pieces does not satisfy the match condition, a second puzzle board that is the puzzle board capable of receiving a second operation is displayed, where the second operation is an operation for moving at least one of the pieces on the second puzzle board and is different from the first operation. In an awarding step, an advantageous effect is awarded to the user according to the number of matches by the first operation, where the number of matches is the number of times updated by the match condition being satisfied on the first puzzle board until the second puzzle board is displayed.

2. In the information processing system according to Claim 1, in the awarding step, when the number of matches by the first operation reaches a first specific number, the advantageous effect is awarded.

3. In the information processing system according to Claim 2, in the awarding step, after the number of matches by the first operation coincides with the first specific number, when the positional relationship of the pieces on the first puzzle board with the updated positional relationship of the pieces no longer satisfies the match condition, the advantageous effect is awarded.

4. In the information processing system according to Claim 2, In the display step, in response to the number of matches by the first operation reaching a first threshold value, a display body indicating the difference between the number of matches and the first specific number is displayed. A system.

5. In the information processing system according to claim 2, In the display step, When the puzzle board surface information regarding the positional relationship of the pieces on the first puzzle board surface satisfies a predetermined condition, in response to the number of matches by the first operation reaching a first threshold value, a display body indicating the difference between the number of matches and the first specific number is displayed. When the puzzle board surface information does not satisfy the predetermined condition, even if the number of matches by the first operation reaches the first threshold value, the display body is not displayed. A system.

6. In the information processing system according to claim 5, The puzzle board surface information includes the probability that the number of matches reaches a second threshold value, which is defined by the positional relationship of the pieces on the first puzzle board surface. The second threshold value is a threshold value with a numerical value larger than the first threshold value. In the display step, When the probability that the number of matches reaches the second threshold value is equal to or greater than a predetermined value, in response to the number of matches by the first operation reaching the first threshold value, the display body is displayed. When the probability that the number of matches reaches the second threshold value is less than the predetermined value, even if the number of matches by the first operation reaches the first threshold value, the display body is not displayed. A system.

7. In the information processing system according to claim 5, The puzzle board surface information includes the numerical value of the number of matches by the first operation, which is pre-calculated before the number of matches by the first operation reaches the first threshold value. In the display step, When the pre-calculated number of matches by the first operation is equal to or greater than a second threshold value (where the second threshold value is a threshold value with a numerical value larger than the first threshold value), in response to the number of matches by the first operation reaching the first threshold value, the display body is displayed. When the pre-calculated number of matches by the first operation is less than the second threshold value, even if the number of matches by the first operation reaches the first threshold value, the display body is not displayed. A system.

8. In the information processing system according to claim 4, When the number of matches by the first operation exceeds the first specific number, the display body is further configured to show the difference between the number of matches and a second specific number which is a value larger than the first specific number. In the applying step, the system applies the advantageous effect when the number of matches reaches the second specific number.

9. In the information processing system according to claim 4, the display body is configured to show the difference between the number of matches and the first specific number according to the positional relationship of visual objects, where the visual objects include a first visual object displayed at a position corresponding to the number of matches and a second visual object displayed at a position corresponding to the first specific number. In the displaying step, the system visually displays the difference between the number of matches and the first specific number by updating the position where the first visual object is displayed corresponding to the update of the number of matches by the first operation.

10. In the information processing system according to claim 9, the display body is configured to show the difference between the number of matches and a second specific number which is a value larger than the first specific number when the number of matches by the first operation exceeds the first specific number, by the first visual object being associated with the display body and moving cyclically corresponding to the update of the number of matches. In the applying step, the advantageous effect is applied when the number of matches reaches the second specific number. system

11. In the information processing system according to claim 1, In the applying step, when the advantageous effect is not applied based on the first operation, the conditions for applying the advantageous effect based on the second operation are set to be conditions that make it easier to obtain the advantageous effect compared to the conditions for applying the advantageous effect based on the first operation, for applying an effect different from the advantageous effect.

12. In the information processing system according to claim 1, The system includes enabling acceptance of the second operation such that the degree of freedom of moving the piece is higher than that of the first operation for the advantageous effect.

13. In the information processing system according to claim 12, The advantageous effect of increasing the degree of freedom of moving the piece compared to the first operation is that, as the second operation, the system enables receiving a plurality of operations for moving the piece on the puzzle board surface until it is determined whether or not the match condition is satisfied.

14. In the information processing system according to claim 1, the number of matches is the number of times updated corresponding to the number of groups of pieces when there are a plurality of groups of pieces on the puzzle board surface, where the group of pieces is a group of pieces that satisfy the match condition in the positional relationship of the pieces.

15. An information processing method comprising: the method includes each step of the information processing system according to any one of claims 1 to 14.

16. A program comprising: a program for causing at least one computer to execute each step of the information processing system according to any one of claims 1 to 14.

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