Program, information processing device, information processing system, and information processing method
The game system strategically transforms objects and integrates enemy interactions to enhance player engagement and strategic depth in puzzle games, improving game interest through dynamic parameter adjustments and interactive elements.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-30
- Publication Date
- 2026-04-09
AI Technical Summary
Existing puzzle games lack strategic depth and player engagement, as objects are transformed without strategic consideration of enemy interactions and parameters.
The game system strategically transforms specific objects into next-stage objects based on player input, adjusts enemy parameters, and incorporates enemy attacks and special objects to create dynamic game effects.
This approach enhances player motivation and engagement by introducing strategic transformations and interactive game elements, increasing the game's interest and complexity.
Smart Images

Figure 2026061607000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program, an information processing apparatus, an information processing system, and an information processing method.
Background Art
[0002] Conventionally, a program for a puzzle game that moves an object arranged in an arrangement area based on a player's input has been known (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In such a program, it can be expected to improve the interest of the game by appropriately combining other game elements with the puzzle game.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a program, an information processing apparatus, and an information processing method capable of improving the interest of the game.
Means for Solving the Problems
[0006] (1) One aspect of the present invention relates to a program for a game that causes a computer to perform the following steps: placing specific objects, each set to one of a plurality of stages, in a placement area; determining the direction of movement of the plurality of specific objects placed in the placement area based on a specific input; determining the position of each specific object such that there are no empty areas in the determined direction of movement where no specific objects are placed; changing the plurality of specific objects of the same stage into one specific object of the next stage if they are adjacent in the determined direction of movement; adding a specific object to the empty area; changing a first parameter set for an enemy based on the change of a specific object; changing a second parameter under predetermined conditions; executing an enemy attack based on the second parameter; and changing a third parameter based on the enemy attack.
[0007] In this invention, when multiple specific objects of the same stage are adjacent to each other in the direction of movement determined based on a specific input, the multiple specific objects of the same stage are transformed into one specific object of the next stage. Based on the transformation of the specific object, a first parameter set for the enemy is changed, while the enemy's attack is executed based on a second parameter that changes based on a specific input, and a third parameter is changed based on the enemy's attack. Thus, it is possible to realize a game in which the specific object is not simply transformed, but is strategically transformed according to the first parameter set for the enemy, the second parameter that changes under predetermined conditions when a specific input is made, and the third parameter that changes based on the enemy's attack.
[0008] (2) In another aspect of the present invention, the amount of change of the first parameter may differ depending on the stage set for the changed specific object.
[0009] This approach effectively increases the player's motivation to transform a specific object into the next specific object.
[0010] (3) In another aspect of the present invention, special objects may be added to the empty area, and if a plurality of special objects are adjacent in the determined direction of movement, the present invention may further perform the steps of changing the plurality of special objects, changing the fourth parameter based on the change in the special objects, and generating a game effect corresponding to the special input based on the fourth parameter and the special input.
[0011] In this way, it becomes possible to create a game in which specific objects are strategically changed according to a first parameter set for the enemy, a second parameter that changes based on a specific input, a third parameter that changes based on the enemy's attack, and a fourth parameter that changes based on the change of a special object, while also generating game effects that are strategically corresponding to special inputs.
[0012] (4) Another aspect of the present invention relates to an information processing device that places a specific object, which has been set to one of a plurality of stages, in a placement area, determines the direction of movement of the plurality of specific objects placed in the placement area based on a specific input, determines the position of each specific object so that there is no empty area in the determined direction of movement where no specific objects are placed, changes the plurality of specific objects of the same stage to one specific object of the next stage when the plurality of specific objects of the same stage are adjacent in the determined direction of movement, adds a specific object to the empty area, changes a first parameter set for the enemy based on the change of the specific object, changes a second parameter under predetermined conditions, executes an attack by the enemy based on the second parameter, and changes a third parameter based on the attack by the enemy.
[0013] (5) Another aspect of the present invention relates to an information processing system which places a specific object having been set to one of a plurality of stages in a placement area, determines the direction of movement of the plurality of specific objects placed in the placement area based on a specific input, determines the position of each specific object so that there are no empty areas where no specific objects are placed in the determined direction of movement, changes the plurality of specific objects of the same stage to one specific object of the next stage when multiple specific objects of the same stage are adjacent in the determined direction of movement, adds a specific object to the empty area, changes a first parameter set for the enemy based on the change of the specific object, changes a second parameter under predetermined conditions, executes an attack by the enemy based on the second parameter, and changes a third parameter based on the attack by the enemy.
[0014] (6) Another aspect of the present invention relates to an information processing method performed by one or more computers, which includes: placing specific objects, each set to one of several stages, in a placement area; determining the direction of movement of the multiple specific objects placed in the placement area based on a specific input; determining the position of each specific object so that there are no empty areas where no specific objects are placed in the determined direction of movement; changing the multiple specific objects of the same stage to one specific object of the next stage when multiple specific objects of the same stage are adjacent in the determined direction of movement; adding a specific object to the empty area; changing a first parameter set for the enemy based on the change of the specific object; changing a second parameter under predetermined conditions; executing an attack by the enemy based on the second parameter; and changing a third parameter based on the attack by the enemy.
[0015] (7) Another aspect of the present invention relates to a non-temporarily computer-readable information storage medium that stores a program for a game which causes a computer to store a program which includes the steps of: placing specific objects, each set to one of a plurality of stages, in a placement area; determining the direction of movement of the plurality of specific objects placed in the placement area based on a specific input; determining the position of each specific object such that there are no empty areas in the determined direction of movement where no specific objects are placed; changing the plurality of specific objects of the same stage into one specific object of the next stage if they are adjacent in the determined direction of movement; adding a specific object to the empty area; changing a first parameter set for an enemy based on the change of a specific object; changing a second parameter under predetermined conditions; and executing an attack on the enemy based on the second parameter and changing a third parameter based on the enemy's attack. [Brief explanation of the drawing]
[0016] [Figure 1] This is a schematic block diagram showing the configuration of an information processing system according to an embodiment of the present invention. [Figure 2] This is a functional block diagram showing the functions of a server device according to an embodiment of the present invention. [Figure 3] This is a functional block diagram showing the functions of a terminal device according to an embodiment of the present invention. [Figure 4] This figure shows an image displayed on a terminal device according to an embodiment of the present invention. [Figure 5] This figure shows an image displayed on a terminal device according to an embodiment of the present invention. [Figure 6] This figure shows an image displayed on a terminal device according to an embodiment of the present invention. [Figure 7] This figure shows an image displayed on a terminal device according to an embodiment of the present invention. [Figure 8] This figure shows an image displayed on a terminal device according to an embodiment of the present invention. [Figure 9] It is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 10] It is a flowchart showing the processing flow of an embodiment of the present invention. [Figure 11] It is a flowchart showing the processing flow of an embodiment of the present invention. [Figure 12] It is a flowchart showing the processing flow of an embodiment of the present invention. [Figure 13] It is a flowchart showing the processing flow of an embodiment of the present invention. [Figure 14] It is a flowchart showing the processing flow of an embodiment of the present invention. [Figure 15] It is a flowchart showing the processing flow of an embodiment of the present invention. [Figure 16] It is a flowchart showing the processing flow of an embodiment of the present invention. [Figure 17] It is a flowchart showing the processing flow of an embodiment of the present invention.
Embodiments for Carrying Out the Invention
[0017] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in these embodiments are essential constituent elements of the present invention.
[0018] 1. Configuration of Information Processing System Figure 1 is a schematic block diagram showing the configuration of the information processing system 10 of this embodiment. As shown in Figure 1, in the information processing system 10, a server device 12 and a plurality of terminal devices 14 are connected by a network 16 such as the Internet, a mobile phone network, LAN, or WAN, forming a so-called client-server communication system. Each of the plurality of terminal devices 14 communicates with the server device 12 via the network 16 to send and receive various information, and also communicates with other terminal devices 14 via the network 16 and the server device 12 to send and receive various information.
[0019] The server device 12 is equipped with a processor such as a CPU, main memory such as ROM and RAM, external storage such as a hard disk, input devices such as a keyboard, display devices such as an LCD, and communication devices. The CPU in the server device 12 executes various processes according to programs stored in the main memory and programs loaded into the main memory from the external storage, and receives information from and transmits information to the terminal device 14 via the communication device.
[0020] The terminal device 14 can be various forms of information processing equipment, such as a smartphone, tablet, personal computer, portable game console, or home game console. These devices also include a processor such as a CPU, main memory such as ROM or RAM, external storage such as flash memory or hard disk, a touch panel, mouse, keyboard, controller, various sensors, input devices such as a microphone, display devices such as a liquid crystal display or organic EL display, sound output devices such as a speaker, and communication devices. In the terminal device 14, the CPU executes various processes according to programs stored in the main memory or programs loaded into the main memory from external storage, and receives information from the server device 12 or transmits information to the server device 12 or other terminal devices 14 via the communication device.
[0021] Figure 2 is a functional block diagram showing the functions of the server device 12 of this embodiment. As shown in Figure 2, the server device 12 of this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that some of the components (each part) in Figure 2 may be omitted.
[0022] The server information storage medium 20 stores programs and data for the server information processing unit 40 and the server communication unit 36 to perform various processes, and its function can be realized by flash memory, hard disk, optical disc (DVD, BD), etc. In other words, the server information storage medium 20 stores programs that enable the computer to function as each part of this embodiment (programs that cause the computer to execute the processing of each part).
[0023] The server storage unit 30 serves as the work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by RAM (main memory) and VRAM (video memory). More specifically, the server storage unit 30 includes a main memory unit 32 from which programs and data are read from the server information storage medium 20.
[0024] The server communication unit 36 performs various controls for communication with an external network (for example, other server devices 12 or terminal devices 14), and its functions can be realized by hardware such as various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), or communication ASICs, or by programs.
[0025] The server information processing unit 40 performs various processes, such as game processing, based on the received data received by the server communication unit 36 and various programs and data in the server storage unit 30, using the main memory unit 32 as the work area. This function can be realized by various processors, ASICs and other hardware, or by programs.
[0026] The server information processing unit 40 includes a server game processing unit 42 and a server communication control unit 48. Note that some of these components may be omitted.
[0027] The server game processing unit 42 performs processes such as starting the game when the game start conditions are met, executing a selected game function from among several types of game functions, matching multiple players (player identification information, player ID) to form a group, allowing multiple players forming a group to participate in a multiplayer game, controlling the competitive game, progressing the game, determining game media such as characters and items to be given to players by lottery from multiple game media, generating events when event occurrence conditions are met, calculating game results, or terminating the game when game termination conditions are met.
[0028] The server communication control unit 48 causes the server communication unit 36 to communicate with other server devices 12 or terminal devices 14 and performs processing to send and receive various information. For example, the server communication control unit 48 causes the server communication unit 36 to send and receive information necessary for the process of registering a new player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting up opposing players to cooperate with or compete against the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to run a multiplayer game. The server communication control unit 48 also causes the server communication unit 36 to send and receive destination information indicating the destination of the information, source information indicating the source of the information, and identification information that identifies the information processing system 10 that generated the information.
[0029] Figure 3 is a functional block diagram showing the functions of the terminal device 14 of this embodiment. As shown in Figure 3, the terminal device 14 of this embodiment includes a player input detection unit 50, a display unit 52, an audio output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that some of the components (each part) in Figure 3 may be omitted.
[0030] The player input detection unit 50 is for detecting input from the player to the terminal device 14 as player input, and its function can be realized by touch sensors, switches, variable resistance sensors (potentiometers), optical sensors, acceleration sensors, pressure sensors, barometric pressure sensors, microphones, etc.
[0031] The display unit 52 displays an image on the display screen, and this function can be realized by a liquid crystal display or an organic EL display.
[0032] The sound output unit 54 outputs sound, and this function can be achieved through speakers, headphones, etc.
[0033] The terminal information storage medium 56 stores programs and data for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and its function can be realized by flash memory (SSD), hard disk (HDD), optical disc (DVD, BD), etc. In other words, the terminal information storage medium 56 stores programs for making the computer function as each part of this embodiment (programs that cause the computer to execute the processing of each part).
[0034] The terminal storage unit 60 serves as the work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be realized by main memory such as SRAM or DRAM, or VRAM (video memory). In detail, the terminal storage unit 60 includes a main memory unit 62 from which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 from which images to be displayed on the display unit 52 are drawn.
[0035] The terminal communication unit 66 performs various controls for communication with an external network (for example, a server device 12 or other terminal devices 14), and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.
[0036] In this embodiment, the programs (data) for making the computer function may be downloaded from the server device 12 to the terminal information storage medium 56 (or main memory unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and the use of such a server device 12 can also be included within the scope of the present invention.
[0037] The terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing using the main memory unit 62 as a work area, based on player input detected by the player input detection unit 50, received data received by the terminal communication unit 66, and various programs and data in the terminal memory unit 60. This function can be realized by various hardware such as processors (CPU (main processor), GPU (graphics processor), DSP, etc.), ASICs, FPGAs, or programs.
[0038] The terminal information processing unit 100 includes an input reception unit 102, a terminal game processing unit 110, a display control unit 130, a parameter update unit 144, an image generation unit 140, a sound control unit 150, and a terminal communication control unit 160. Some of these units may be omitted.
[0039] The input receiving unit 102 accepts player input as valid input or rejects it as invalid input based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and the programs and data loaded into the main memory unit 62.
[0040] The terminal game processing unit 110 (game processing unit) performs processes such as starting the game when the game start conditions are met, executing a selected game function from among several types of game functions, matching the player (player, player ID) of its own terminal device 14 with players (other players, other player IDs) of other terminal devices 14 to participate in a multiplayer game, controlling the competitive game, progressing the game, generating an event when the event occurrence conditions are met, calculating the game result, updating various parameters corresponding to the player and character when the update conditions corresponding to the parameters are met, or terminating the game when the game termination conditions are met.
[0041] The display control unit 130 controls the display of images shown on the display unit 52. Specifically, it controls the display of various objects and pre-rendered images (movie images), including the display content, display mode, and display timing, based on player input detected by the player input detection unit 50, received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and programs and data loaded into the main memory unit 62.
[0042] For example, object data for various objects such as background objects for displaying backgrounds, effect objects for displaying effects, GUI objects for displaying GUIs (Graphic User Interfaces) such as buttons, character objects for displaying characters, and non-character objects for displaying non-character objects such as buildings, tools, vehicles, and terrain, as well as image data for various pre-rendered images, are stored in the terminal information storage medium 56.
[0043] The display control unit 130 then controls the display of objects and pre-rendered images based on the object data and pre-rendered image data loaded into the main memory unit 62, according to the type of game function being executed and the progress of the game.
[0044] The image generation unit 140 generates a game image that displays various objects and various pre-rendered images by drawing a game image to the drawing buffer 64 every frame, based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, in particular the results of various processes performed by the display control unit 130, and the program and data loaded into the main memory unit 62. The generated game image is then output to the display unit 52 to display the game image.
[0045] The sound control unit 150 performs sound processing based on the results of various processes performed by the terminal information processing unit 100 to generate game sounds such as music, background music, sound effects, or voices, and outputs the generated game sounds from the sound output unit 54.
[0046] The terminal communication control unit 160 performs processing to cause the terminal communication unit 66 to communicate with the server device 12 or other terminal devices 14 and to send and receive various information. For example, the terminal communication control unit 160 causes the terminal communication unit 66 to send and receive information necessary for the process of registering a new player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting up opposing players to cooperate with or compete against the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to run a multiplayer game. The terminal communication control unit 160 also causes the terminal communication unit 66 to send and receive destination information indicating the destination of the information, source information indicating the source of the information, and identification information that identifies the information processing system 10 that generated the information.
[0047] Furthermore, the server device 12 may be equipped with all or part of the functions of the terminal information storage medium 56, all or part of the functions of the terminal storage unit 60, all or part of the functions of the terminal communication unit 66, and all or part of the functions of the terminal information processing unit 100 of the terminal device 14, or the terminal device 14 may be equipped with all or part of the functions of the server information storage medium 20, all or part of the functions of the server storage unit 30, all or part of the functions of the server communication unit 36, and all or part of the functions of the server information processing unit 40 of the server device 12.
[0048] 2. Control method of this embodiment In the following section, the control method of this embodiment will be explained in detail, using the example of applying the game program of this embodiment as a game application for a smartphone (terminal device 14).
[0049] Figure 4 shows an example of a game image displayed on the display area 200 of a smartphone's touch panel display by the game program of this embodiment. The game program of this embodiment is capable of running a puzzle game, and as shown in Figure 4, a placement area 202 divided into 16 areas in a 4x4 grid is displayed on the display area 200, and when the puzzle game starts, two tile objects are randomly placed in any two of the areas. In the example in Figure 4, a first specific tile object displaying "12" is placed in the area of the 2nd row, 1st column and the area of the 3rd row, 2nd column of the placement area 202.
[0050] When a player swipes in any direction (up, down, left, or right) within the placement area 202, the movement direction of all tile objects placed in the placement area 202 is determined based on the directional input. The destination position of each tile object is then determined such that there are no empty areas where no tile objects are placed in the direction of each tile object's movement.
[0051] In detail, for each of the 16 areas in the placement area 202, it is determined whether or not a tile object exists, and if a tile object exists, a position determination process is performed in which the furthest empty area in the direction of movement of that tile object is determined as the destination position of that tile object.
[0052] For example, if a downward direction input is made in the state shown in Figure 4, the movement direction of each tile object is determined to be downward. Then, for the fourth row, which is the bottommost row of the placement area 202, no position determination process is performed because even if tile objects exist, they cannot be moved downward. First, for the third row, which is the second row from the bottom of the placement area 202, position determination is performed on each area from the first column of the third row to the fourth column of the third row. Next, position determination is performed on each area from the first column of the second row to the fourth column of the second row. Finally, position determination is performed on each area from the first column of the first row to the fourth column of the first row.
[0053] Therefore, when a downward direction input is made in the state shown in Figure 4, the destination position for the first specific tile object located in the third row, second column area is determined to be the fourth row, second column area, and the destination position for the first specific tile object located in the second row, first column area is determined to be the fourth row, first column area.
[0054] As a result, as shown in Figure 5, the first specific tile object placed in the third row, second column area moves to the fourth row, second column area, and the first specific tile object placed in the second row, first column area moves to the fourth row, first column area.
[0055] If an upward direction is input, the top row of the placement area 202, the first row, will not undergo position determination processing because it cannot be moved upward even if tile objects exist there. Instead, position determination processing is performed first on the second row, the second row from the top, starting from the first column of the second row to the fourth column of the second row. Then, position determination processing is performed on the areas from the first column of the third row to the fourth column of the third row. Finally, position determination processing is performed on the areas from the first column of the fourth row to the fourth column of the fourth row.
[0056] Furthermore, when a leftward direction input is made, the 1st column, the leftmost column of the placement area 202, is not subjected to position determination processing because even if tile objects exist there, they cannot be moved to the left. Instead, position determination processing is first performed on the 2nd column, the second column from the left of the placement area 202, starting from the 1st row, 2nd column to the 4th row, 2nd column. Then, position determination processing is performed on the 1st row, 3rd column to the 4th row, 3rd column, and finally, on the 1st row, 4th column to the 4th row, 4th column.
[0057] Furthermore, when a direction input to the right is made, the fourth column, the rightmost column of the placement area 202, is not subjected to position determination processing because even if tile objects exist there, they cannot be moved to the right. Instead, position determination processing is first performed on the third column, the second column from the right in the placement area 202, starting from the third column of the first row to the third column of the fourth row. Then, position determination processing is performed on each area from the second column of the first row to the second column of the fourth row, and finally, on each area from the first column of the first row to the first column of the fourth row.
[0058] During the position determination process, when any tile object moves, one of the following tile objects—the first specific tile object, the second specific tile object displaying "24," and the special tile object—is randomly added to one of the regions. In the example in Figure 5, the second specific tile object is added to the region in the second row and third column.
[0059] Then, in the state shown in Figure 5, if, for example, a direction input to the left is made, the movement direction of each tile object is determined to be to the left. In this case, the first specific tile object located in the area of the 4th row, 1st column does not undergo position determination processing and its position remains unchanged. The first specific tile object located in the area of the 4th row, 2nd column also maintains its position because there is no empty space in the direction of movement. However, because the first specific tile object, which is of the same type, is adjacent to it in the direction of movement, the first specific tile object located in the area of the 4th row, 2nd column, which is the target of processing, is deleted, and the first specific tile object located in the area of the 4th row, 1st column is changed to the second specific tile object, which is the next stage specific tile object.
[0060] In other words, if a specific tile object of the same stage is adjacent to the movement direction of the specific tile object being processed, the specific tile object being processed is deleted, and the specific tile object of the same stage adjacent to the movement direction of the specific tile object being processed is changed to a specific tile object of the next stage.
[0061] As shown in Figure 6, the first specific tile object located in the 4th row, 2nd column area and the first specific tile object located in the 4th row, 1st column area are deleted, a second specific tile object is placed in the 4th row, 1st column area, and the second specific tile object located in the 2nd row, 3rd column area is displayed as having moved to the 2nd row, 1st column area. In the example in Figure 6, a special tile object is also added to the 1st row, 2nd column area based on the fact that tile objects were moved or deleted due to the position determination process.
[0062] Then, in the state shown in Figure 6, if a downward direction input is made, for example, the movement direction of each tile object is determined to be downward. In this case, for the second specific tile object placed in the area of the 4th row, 1st column, no position determination process is performed and its position remains the same. For the second specific tile object placed in the area of the 2nd row, 1st column, the destination position is determined to be the area of the 3rd row, 1st column. However, because a second specific tile object of the same type is adjacent in the direction of movement, the second specific tile object that was moved to the area of the 3rd row, 1st column, which is the target of processing, is deleted. The second specific tile object placed in the area of the 4th row, 1st column is changed to a third specific tile object displaying "48", which is the next stage specific tile object. For the special tile object placed in the area of the 1st row, 2nd column, the destination position is determined to be the area of the 4th row, 2nd column.
[0063] As shown in Figure 7, the second specific tile object placed in the second row, first column area is displayed as moving to the third row, first column area. Then, the second specific tile object that moved to the third row, first column area and the second specific tile object placed in the fourth row, first column area are deleted, a third specific tile object is placed in the fourth row, first column area, and the special tile object placed in the first row, second column area is displayed as moving to the fourth row, second column area. In the example in Figure 7, a first specific tile object is added to the second row, first column area based on the movement or deletion of tile objects due to the position determination process.
[0064] Then, in the state shown in Figure 7, if, for example, an upward direction input is made, the movement direction of each tile object is determined to be upward. In this case, for the first specific tile object located in the second row, first column area, the destination position is determined to be the first row, first column area; for the third specific tile object located in the fourth row, first column area, the destination position is determined to be the first row, second column area; and for the special tile object located in the fourth row, second column area, the destination position is determined to be the first row, second column area.
[0065] As shown in Figure 8, the first specific tile object placed in the second row, first column area is displayed as if it were to move to the first row, first column area, the third specific tile object placed in the fourth row, first column area is displayed as if it were to move to the first row, second column area, and the special tile object placed in the fourth row, second column area is displayed as if it were to move to the first row, second column area. In addition, in the example in Figure 8, a special tile object is added to the first row, third column area based on the fact that tile objects were moved or deleted by the position determination process.
[0066] Then, in the state shown in Figure 8, if a direction input to the right is made, for example, the direction of movement for each tile object is determined to be to the right. In this case, for special tile objects placed in the area of the 1st row, 3rd column, the destination position is determined to be the area of the 1st row, 4th column, and for special tile objects placed in the area of the 1st row, 2nd column, the destination position is determined to be the area of the 1st row, 3rd column. However, because special tile objects of the same type are adjacent in the direction of movement, the special tile object moved to the area of the 1st row, 3rd column, which is the target of processing, is deleted, and the special tile object moved to the area of the 1st row, 4th column is also deleted. For the first specific tile object placed in the area of the 1st row, 1st column, the destination position is determined to be the area of the 1st row, 4th column, and for the third specific tile object placed in the area of the 2nd row, 1st column, the destination position is determined to be the area of the 2nd row, 4th column.
[0067] In other words, if a special tile object is adjacent to the special tile object being processed in the direction of its movement, both the special tile object being processed and the special tile objects adjacent to it in the direction of its movement will be deleted.
[0068] Then, as shown in Figure 9, the special tile object placed in the 1st row, 3rd column area is displayed as moving to the 1st row, 4th column area, and the special tile object placed in the 1st row, 2nd column area is displayed as moving to the 1st row, 3rd column area. After that, two special tile objects are deleted in the 1st row, 4th column area and the 1st row, 3rd column area, the first specific tile object placed in the 1st row, 1st column area is displayed as moving to the 1st row, 4th column area, and the third specific tile object placed in the 2nd row, 1st column area is displayed as moving to the 2nd row, 4th column area. In addition, in the example in Figure 9, a second specific tile object is added to the 3rd row, 2nd column area based on the fact that tile objects have been moved or deleted due to the position determination process.
[0069] In this embodiment, the player inputs one of the following directions (up, down, left, or right) to move all tile objects placed in the placement area 202 in the same direction. The puzzle game is played by ensuring that identical tile objects exist in the direction of movement, thereby changing or eliminating tile objects to the next specific tile object. When a tile object is moved or eliminated, a new tile object is added. The puzzle game ends when all areas of the placement area 202 are filled with tile objects and no tile objects can be moved or eliminated.
[0070] Furthermore, if a third specific tile object is adjacent to the third specific tile object being processed in the direction of movement, the third specific tile object being processed will be deleted, and the adjacent third specific tile object in the direction of movement will be changed to a fourth specific tile object displaying "96", which is the next stage specific tile object.
[0071] Furthermore, if a fourth specific tile object is adjacent to the fourth specific tile object being processed in the direction of movement, the fourth specific tile object being processed is deleted, and the fourth specific tile object adjacent in the direction of movement is changed to a fifth specific tile object displaying "192", which is the next stage specific tile object.
[0072] Furthermore, if a fifth specific tile object is adjacent to the fifth specific tile object being processed in the direction of movement, the fifth specific tile object being processed will be deleted, and the fifth specific tile object adjacent in the direction of movement will be changed to a sixth specific tile object displaying "384", which is the next specific tile object.
[0073] Furthermore, if a sixth specific tile object is adjacent to the sixth specific tile object being processed in the direction of movement, both the sixth specific tile object being processed and the sixth specific tile object adjacent in the direction of movement are deleted and not changed to the next stage specific tile object. In other words, in this embodiment, the sixth specific tile object is the specific tile object of the highest stage.
[0074] In this embodiment, the goal is to transform a specific tile object into another specific tile object corresponding to a larger value, or to compete with other players for points added when specific tile objects are removed. However, in this embodiment, an element of battle with enemy characters is added to this type of puzzle game.
[0075] In detail, as shown in Figure 4, when the puzzle game starts, an enemy character display 204 is displayed above the placement area 202, which includes the appearance of the enemy character, a name display showing the name of the enemy character, an enemy hit point display showing the hit points (first parameter) of the enemy character, and an enemy attack power display showing the attack power of the enemy character. In this embodiment, the player battles one of three types of enemy characters, and each enemy character has a different name, different hit points, and different attack power.
[0076] Then, when tile objects are removed based on the player's directional input, a player attack animation is performed in which the player attacks the enemy character, and the sum of the values displayed on the removed tile objects, i.e., the value displayed on the next stage's specific tile object, is subtracted from the enemy character's hit points.
[0077] For example, if two first-type specific tile objects are removed and one second-type specific tile object is placed, "24" is deducted from the enemy character's hit points. If two second-type specific tile objects are removed and one third-type specific tile object is placed, "48" is deducted from the enemy character's hit points.
[0078] To the right of the enemy character display 204, the enemy kill count display 206 is displayed, showing the number of enemies defeated. When an enemy character's hit points reach 0, an enemy defeat animation is performed, and "1" is added to the enemy kill count. Once "1" is added to the enemy kill count, a new enemy is randomly selected, and an enemy appearance animation is performed, showing the appearance of the randomly selected new enemy.
[0079] Below the placement area 202, a time limit indicator 208 is displayed, showing the player's time limit. The initial time limit for the player is 10 seconds, and the countdown begins when the puzzle game starts. If a tile object is moved or removed based on the player's directional input during the time limit, the time limit is reset to 10 seconds, and the countdown resumes.
[0080] Below the time limit indicator 208, the life indicator 210, which shows the player's life (third parameter), is displayed. When the time limit reaches 0, "1" is deducted from the player's life. When "1" is deducted from the player's life, the time limit is reset and the countdown of the time limit resumes. The initial value of the player's life is "10", and the game ends when the player's life reaches 0.
[0081] To the left of the enemy character display 204, a turn count display 212 is shown, which displays the number of turns (second parameter) the player has had until the enemy character attacks. In this embodiment, when a tile object is moved or erased based on the player's direction input (under predetermined conditions, depending on the progress of the game), "1" is deducted from the turn count, indicating that one turn has ended. That is, if no tile objects are moved or erased even when the player provides direction input, "1" is not deducted from the turn count, as it is not considered that one turn has ended.
[0082] When the turn count reaches 0, an enemy attack animation is performed in which the enemy character attacks the player, and a value corresponding to the enemy character's attack power is deducted from the player's life. Each enemy character has a different turn count assigned to them.
[0083] Below the life indicator 210, a skill point indicator 214 is displayed, showing the player's skill points (the fourth parameter). When a special tile object is removed based on the player's directional input, "1" is added to the skill points.
[0084] To the right of the skill point display 214, the first skill button 216, the second skill button 218, and the third skill button 220 are displayed. Each skill button displays the skill cost required to activate the skill's effect, the skill's name, and the skill's effect. Skill buttons whose skill cost is less than or equal to the skill points are highlighted, and when a highlighted skill button is tapped, the effect of the corresponding skill is activated.
[0085] In detail, when the first skill button 216 is highlighted and tapped, "1" is deducted from the skill points, the effect of the first skill is activated, and the amount deducted from the enemy character's hit points is doubled for 10 turns.
[0086] Furthermore, when the second skill button 218 is highlighted and tapped, "2" is deducted from the skill points, the effect of the second skill is activated, and the four highest-ranking tile objects in the placement area 202 are removed, and two sixth-specified tile objects are added to the positions where the tile objects were removed. If there are three or fewer tile objects in the placement area 202, all tile objects in the placement area 202 are removed, and one tile object from the first-specified tile object, second-specified tile object, and special tile object, along with two sixth-specified tile objects, are randomly added to one of the areas.
[0087] Additionally, if a specific tile object is removed based on the player's input of tapping the second skill button 218, the player attack animation will be executed, and the sum of the values displayed on the removed tile objects will be subtracted from the enemy character's hit points. Furthermore, if a single special tile object is removed based on the player's input of tapping the second skill button 218, "1" will be added to the skill points.
[0088] Additionally, when the third skill button 220 is highlighted and tapped, "3" is deducted from the skill points, the effect of the third skill is activated, and "2" is added to the player's life.
[0089] The game ends when tile objects are placed in all areas of placement area 202, there are no adjacent tile objects of the same type, that is, there are no tile objects that will be removed regardless of the direction input, and the skill points are less than 2. When the game ends, the game results display the sum of the values displayed on all removed tile objects, i.e., the total damage dealt to all enemy characters, as well as the number of enemies defeated.
[0090] Thus, in this embodiment, in addition to simply changing specific tile objects into specific tile objects corresponding to larger values, a game can be realized in which specific tile objects or special tile objects are strategically removed or skill effects are activated at the appropriate timing according to the hit points and attack power of enemy characters, the number of turns, and the player's life and skill points, thereby aiming to remove more tile objects and defeat more enemy characters before the game ends.
[0091] In the following, the processing flow performed by the terminal information processing unit 100 of the terminal device 14 of this embodiment will be explained using the flowcharts in Figures 10 to 17.
[0092] In the tile object placement process shown in Figure 10, when the game starts (Y in step S100), the terminal information processing unit 100 determines two tile objects by lottery (step S102) and places the two determined tile objects in the empty area (step S104). Then, when a tile object is moved or deleted based on the direction input (Y in step S106), the terminal information processing unit 100 determines one tile object by lottery (step S108), adds the determined tile object to the empty area (step S110), and returns to step S106.
[0093] In the tile object movement process shown in Figure 11, the terminal information processing unit 100, during the input acceptance period (Y in step S120) excluding the execution of various effects such as player attack effects, enemy defeat effects, enemy appearance effects, and enemy attack effects, receives a direction input (Y in step S122), determines the movement direction of all tile objects based on the direction input (step S124), and processes the area of the initial position corresponding to the direction input (step S126).
[0094] Then, if a tile object exists in the area to be processed (Y in step S128), the terminal information processing unit 100 determines the destination position of the tile object to be processed so that there is no empty space in the determined direction of movement (step S130).
[0095] Then, if a specific tile object of the same stage is adjacent to the determined movement direction (step S132), the terminal information processing unit 100 deletes the specific tile object to be processed and changes the adjacent specific tile object of the same stage in the movement direction to a specific tile object of the next stage (step S134).
[0096] On the other hand, if a special tile object is adjacent to the determined movement direction (step S136), the terminal information processing unit 100 deletes the special tile object to be processed and the special tile object adjacent to it in the movement direction (step S138).
[0097] Then, if not all areas are to be processed (N in step S140), the terminal information processing unit 100 selects the next area to be processed (step S142), returns to step S128, and terminates processing if all areas are to be processed (Y in step S140).
[0098] In the player attack process shown in Figure 12, the terminal information processing unit 100 executes a player attack animation (step S152) when a specific tile object is erased (Y in step S150). If the effect of the first skill is currently active (Y in step S154), it subtracts twice the sum of the values corresponding to the erased specific tile object from the enemy character's hit points (step S156). If the effect of the first skill is not currently active (N in step S154), it subtracts the sum of the values corresponding to the erased specific tile object from the enemy character's hit points (step S158).
[0099] Then, when the enemy character's hit points reach 0 (Y in step S160), the terminal information processing unit 100 executes the enemy defeat animation (step S162) and adds 1 to the number of defeated enemies (step S164). Then, the terminal information processing unit 100 randomly determines a new enemy (step S166) and executes the enemy appearance animation (step S168).
[0100] In the time limit control process shown in Figure 13, when the game starts (Y in step S180), the terminal information processing unit 100 counts down the time limit (step S182). If a tile object is moved or deleted based on directional input (Y in step S184), or if a skill effect occurs (Y in step S186), or if a new enemy character appears (Y in step S188), or if the player's life decreases (Y in step S190), the time limit is reset to 10 seconds (step S192), and the process returns to step S182.
[0101] On the other hand, if the tile object is not moved or deleted based on the directional input (N in step S184), and the skill effect does not occur (N in step S186), and no new enemy characters appear (N in step S188), and the player's life does not decrease (N in step S190), the time limit is not reset and the game returns to step S182.
[0102] In the skill point update process shown in Figure 14, the terminal information processing unit 100 adds 1 to the skill points (step S202) when a special tile object is deleted (Y in step S200).
[0103] In the skill execution process shown in Figure 15, when the terminal information processing unit 100 receives input to tap a skill button during the input acceptance period (Y in step S210) (Y in step S212), if the skill cost corresponding to the tapped skill button is less than the skill points (Y in step S214), it subtracts the skill cost from the skill points (step S216) and activates the effect of the skill corresponding to the tapped skill button (step S218).
[0104] In the enemy attack process shown in Figure 16, when a tile object is moved or erased based on the direction input (Y in step S230), 1 is subtracted from the turn count (step S232), and when the turn count reaches 0 (Y in step S234), the enemy attack animation is executed (step S236), and a value corresponding to the enemy's attack power is subtracted from the player's life (step S238).
[0105] In the termination determination process shown in Figure 17, if the player's life reaches 0 (Y in step S240), or if there are no objects that can be deleted (N in step S242), and the skill points are less than 2 (Y in step S244), the terminal information processing unit 100 terminates the game (step S246) and displays the game result (step S248).
[0106] 3. Variant The present invention is not limited to the embodiments described above, and various modifications are possible. Examples of such modifications are introduced below. The embodiments described above, as well as the various methods described below as modifications, can be appropriately combined and adopted as methods for realizing the present invention.
[0107] When the puzzle game starts, one tile object may be randomly placed in one of the areas.
[0108] Position determination processing may also be performed for each region in the leading row or column of the determined direction of movement.
[0109] When three identical tile objects are adjacent in the direction of movement, the three adjacent tile objects in the direction of movement may change into one or two next-stage tile objects, or they may change into tile objects that display three times the value displayed on each of the three tile objects.
[0110] Even if no tile objects move or disappear after the player inputs a direction, (under predetermined conditions and depending on the game's progress) the game may be designed so that one turn ends and "1" is deducted from the turn count.
[0111] Multiple types of special tile objects can be placed, and if two special tile objects of the same type are adjacent in the direction of movement, the two adjacent special tile objects of the same type may be deleted. In this case, the amount of skill points changed may differ depending on the type of special tile object deleted.
[0112] Special tile objects can be placed with any of several stages set, and if two special tile objects of the same stage are adjacent in the direction of movement, the two adjacent special tile objects of the same stage may change into special tile objects of the next stage. In this case, the amount of skill point change may differ depending on the stage of the erased special tile object. For example, the higher the stage of the erased special tile object, the greater the value added to the skill points.
[0113] When a tile object is removed based on the input of tapping the second skill button 218 (under predetermined conditions, depending on the progress of the game), the turn may be considered to have ended and 1 may be deducted from the turn count, or when the effect of a skill occurs based on the input of tapping any skill button, the turn may be considered to have ended and 1 may be deducted from the turn count.
[0114] When the sum of the values displayed on the erased tile objects reaches a predetermined value, a player attack animation may be executed, and the predetermined value may be deducted from the hit points of the enemy character.
[0115] The arrangement area 202 only needs to be divided into areas of two or more rows and two or more columns, and may be divided into areas of matrices other than square matrices, such as a 5x7 area.
[0116] The direction in which the tile object corresponding to the direction input moves may be determined to be a direction different from the direction in which the player swiped in the placement area 202.
[0117] The direction of movement may differ depending on the type of tile object. For example, a specific tile object may be able to move up, left, and right, but not down, while a special tile object may be able to move down, left, and right, but not up. Alternatively, a first specific tile object may be able to move up and left, but not down or right, while a second specific tile object may be able to move down and right, but not up or left.
[0118] Multiple enemy characters may appear, and the player may battle multiple enemy characters. In this case, when tile objects are removed based on the player's directional input, the sum of the values displayed on the removed tile objects may be subtracted from the hit points of each of the multiple enemy characters, or it may be subtracted from the hit points of any one of the enemy characters, or the sum of the values displayed on the removed tile objects divided by the number of enemy characters may be subtracted from the hit points of each of the multiple enemy characters.
[0119] The order in which enemy characters appear may be predetermined. Alternatively, the game may be cleared when all predetermined enemy characters are defeated.
[0120] When a tile object is moved or deleted based on directional input, two or more tile objects may be randomly determined, and the two or more determined tile objects may be added to the empty area.
[0121] When a tile object is moved based on directional input (under predetermined conditions, depending on the progress of the game), "1" is deducted from the turn count. However, if a tile object is moved based on directional input but is not erased, "1" may not be deducted from the turn count.
[0122] If multiple sets of tile objects are removed based on a single directional input, the enemy character's hit points may be reduced by a value greater than the sum of the values displayed on the removed tile objects.
[0123] If multiple sets of tile objects are removed based on a single directional input (under predetermined conditions and depending on the game's progress), the number of removed tile object sets is added as the combo count (second parameter). When the combo count reaches a predetermined number, an enemy attack animation is performed in which an enemy character attacks the player, and a value corresponding to the enemy character's attack power is subtracted from the player's life.
[0124] The display area 200 may be configured to show a waiting time indicator indicating the waiting time until the enemy character attacks, and the countdown of the waiting time may begin when the puzzle game starts. In this case, the initial value of the waiting time is set to 99 seconds, and when the puzzle game starts, the countdown of the waiting time begins (depending on the game's progress under predetermined conditions) (by changing the second parameter). When the waiting time reaches 0, the enemy attack animation is performed, and a value corresponding to the enemy character's attack power is subtracted from the player's life. When "1" is subtracted from the player's life, the waiting time is reset (depending on the game's progress under predetermined conditions), and the countdown of the waiting time resumes (by changing the second parameter).
[0125] The present invention may be applied to personal computers (information processing devices), console video game devices (information processing devices), and arcade game devices (information processing devices) installed in stores. When applying the present invention to personal computers, console video game devices, or arcade game devices, the terminal devices may be personal computers, console video game devices, or arcade game devices, and multiple terminal devices may communicate with each other (information processing system). In this case, the present invention can be applied to the terminal devices or server devices. In particular, when applying the present invention to browser games, all or part of the functions of the terminal information processing unit 100 may be executed in the server information processing unit 40. The present invention may also be applied to terminal devices (information processing system) that perform peer-to-peer (PtoP) communication with other terminal devices without going through a server device, or to standalone game devices that are not connected to a server device. [Explanation of Symbols]
[0126] 10 Information processing system, 12 Server equipment, 14 Terminal equipment, 16 Network, 20 Server information storage medium, 30 Server storage unit, 36 Server communication unit, 40 Server information processing unit, 42 Server game processing unit, 48 Server communication control unit, 50 Player input detection unit, 52 Display unit, 54 Sound output unit, 56 Terminal information storage medium, 60 Terminal storage unit, 62 Main memory unit, 64 drawing buffer, 66 terminal communication unit, 100 Terminal information processing unit, 102 Input reception unit, 110 Terminal game processing unit, 130 Display control unit, 140 Image generation unit, 150 Sound control unit, 160 Terminal Communication Control Unit
Claims
1. A program for games, for computers, A step of placing a specific object in a placement area, which has one of several stages set, A step of determining the movement direction of a plurality of specific objects placed in the placement area based on a specific input, The steps include determining the position of each specific object such that there is no empty space where a specific object is not placed in the determined direction of movement, When multiple specific objects of the same stage are adjacent to each other in the determined direction of movement, the step of changing the multiple specific objects of the same stage into a single specific object of the next stage, The steps include adding a specific object to the aforementioned empty area, A step of changing the first parameter set for the enemy based on the change of a specific object, A step of changing the second parameter under predetermined conditions, A program that executes the steps of carrying out an enemy attack based on the second parameter and changing the third parameter based on the enemy attack.
2. In claim 1, A program in which the amount of change of the first parameter differs depending on the stage set for the specific object that has changed.
3. In claim 1, Special objects may be added to the aforementioned empty area. If multiple special objects are adjacent to each other in the determined direction of movement, the step of changing the multiple special objects, A step of changing the fourth parameter based on the change in the special object, A program that further executes a step of generating a game effect corresponding to the special input, based on the fourth parameter and the special input.
4. Place a specific object, which has one of several stages set, into the placement area. Based on a specific input, the movement direction of multiple specific objects placed in the arrangement area is determined. Determine the position of each specific object so that there are no empty areas where no specific object is placed in the determined direction of movement. If multiple specific objects of the same stage are adjacent to each other in the determined direction of movement, those multiple specific objects of the same stage are transformed into a single specific object of the next stage. A specific object is added to the aforementioned empty area, Based on the change in a specific object, the first parameter set for the enemy is changed. By changing the second parameter under predetermined conditions, An information processing device that executes an enemy attack based on the second parameter and changes the third parameter based on the enemy attack.
5. Place a specific object, which has one of several stages set, into the placement area. Based on a specific input, the movement direction of multiple specific objects placed in the arrangement area is determined. Determine the position of each specific object so that there are no empty areas where no specific object is placed in the determined direction of movement. If multiple specific objects of the same stage are adjacent to each other in the determined direction of movement, those multiple specific objects of the same stage are transformed into a single specific object of the next stage. A specific object is added to the aforementioned empty area, Based on the change in a specific object, the first parameter set for the enemy is changed. By changing the second parameter under predetermined conditions, An information processing system that executes an enemy attack based on the aforementioned second parameter and changes the third parameter based on the enemy attack.
6. An information processing method performed by one or more computers, Place a specific object, which has one of several stages set, into the placement area. Based on a specific input, the movement direction of multiple specific objects placed in the arrangement area is determined. Determine the position of each specific object so that there are no empty areas where no specific object is placed in the determined direction of movement. If multiple specific objects of the same stage are adjacent to each other in the determined direction of movement, those multiple specific objects of the same stage are transformed into a single specific object of the next stage. A specific object is added to the aforementioned empty area, Based on the change in a specific object, the first parameter set for the enemy is changed. By changing the second parameter under predetermined conditions, An information processing method that executes an enemy attack based on the second parameter and changes the third parameter based on the enemy attack.
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