Game Program

The game program introduces unpredictable element interactions through virtual forces and attribute changes, addressing monotony in conventional puzzle games by enhancing strategic gameplay.

JP2026073825AActive Publication Date: 2026-05-01NHN PLAYART
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NHN PLAYART
Filing Date
2024-10-18
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Conventional puzzle games become monotonous for users accustomed to the operation of arranging puzzle elements, as the elements only move within the user's control, lacking unpredictability.

Method used

A game program that manipulates puzzle elements by applying virtual external forces, causing them to interact and combine based on attributes such as size, shape, or type, with changes in attributes and physical properties, and allowing elements to fuse or separate based on contact or proximity.

Benefits of technology

The game provides a novel and unpredictable gameplay experience by dynamically changing element interactions, enhancing strategic depth and engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a novel puzzle game where the movement of puzzle elements is unpredictable. [Solution] The game program specifies the initial position of the first puzzle element to be manipulated in response to user operation, moves the first puzzle element from the specified initial position by applying a virtual external force to the first puzzle element, and when the first puzzle element and a second puzzle element different from the first puzzle element come into contact or are close together, if the attributes of the first puzzle element and the second puzzle element are the same, the program combines the first puzzle element and the second puzzle element to transform them into a third puzzle element having different attributes, and if the attributes of the first puzzle element and the second puzzle element are different from each other, the program causes the computer to change the shapes of the first puzzle element and the second puzzle element without combining them.
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Description

Technical Field

[0001] One embodiment of the present disclosure relates to a game program.

Background Art

[0002] Conventionally, there is known a puzzle game in which puzzle elements (puzzle pieces) that fall due to virtual gravity set in a puzzle area are stacked in order from below, and when a block that satisfies a predetermined condition is completed by a combination of a plurality of puzzle elements, the block is erased. In such a puzzle game, various shaped puzzle elements formed by combining a plurality of square objects are prepared. The user operates the puzzle elements to drop them to desired positions. When the above-mentioned block is completed by the dropped puzzle elements, the block is erased from the puzzle area.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above-mentioned puzzle game, the main focus of the game lies in considering where to drop the puzzle elements and how to arrange them. That is, in the above-mentioned puzzle game, it is assumed that the puzzle elements are arranged at positions intended by the user through the user's operation. However, in such a puzzle game, since the puzzle elements only move within the range assumed by the user, there is a problem that the operation tends to be monotonous and the game is easily boring for users who are accustomed to the operation.

[0005] One embodiment of the present disclosure has been made in view of the above problems, and an object thereof is to provide a novel puzzle game in which the movement of puzzle elements is difficult to predict. [Means for solving the problem]

[0006] A game program according to one embodiment of the present disclosure is a game program that causes a computer to execute a puzzle game which progresses as a user manipulates multiple puzzle elements. The game program according to one embodiment of the present disclosure causes the computer to specify the initial position of a first puzzle element to be manipulated in response to user operation, move the first puzzle element from the specified initial position by applying a virtual external force to the first puzzle element, and when the first puzzle element and a second puzzle element different from the first puzzle element come into contact or are close together, if the attributes of the first puzzle element and the second puzzle element are the same, cause the computer to combine the first puzzle element and the second puzzle element to change into a third puzzle element having different attributes, and if the attributes of the first puzzle element and the second puzzle element are different from each other, cause the computer to change the shapes of the first puzzle element and the second puzzle element without combining them.

[0007] The aforementioned attributes may be the size, shape, or type of the puzzle element.

[0008] When the first puzzle element and the second puzzle element are combined to form the third puzzle element, the attributes of the puzzle elements may change in a predetermined order.

[0009] The game program may cause the computer to erase the first puzzle element and the second puzzle element without combining them when the first puzzle element having the last attribute in the predetermined order comes into contact with or is close to a second puzzle element having the same attribute.

[0010] Each of the aforementioned puzzle elements may have physical property parameters set for it. The game program may cause the computer to elastically change the shape of the puzzle elements based on physical calculations performed on the physical property parameters.

[0011] The game program may, when the size of the third puzzle element is larger than the sizes of the first and second puzzle elements before synthesis, cause the computer to move or change the shape of other puzzle elements that come into contact with the third puzzle element, based at least on physical calculations for the physical properties parameters of the third puzzle element.

[0012] The game program may cause the computer to perform the synthesis of the first puzzle element and the second puzzle element in such a manner that the first puzzle element fuses with the second puzzle element as a reference.

[0013] The aforementioned plurality of puzzle elements may include a fourth puzzle element that is not combined with other puzzle elements and whose shape does not change. In this case, the fourth puzzle element may be removable by using a predetermined item.

[0014] The game program may instruct the computer to display multiple puzzle elements that will be manipulated in subsequent turns, along with the first puzzle element that is currently being manipulated. At this time, the game program may instruct the computer to change the first puzzle element that is currently being manipulated to another puzzle element that will be the next element to be manipulated.

[0015] The aforementioned virtual external force may also be a virtual gravity. [Effects of the Invention]

[0016] According to one embodiment of this disclosure, it is possible to provide a novel puzzle game in which the movement of puzzle elements is difficult to predict. [Brief explanation of the drawing]

[0017] [Figure 1] This is a block diagram showing the configuration of a communication system in one embodiment of the present disclosure. [Figure 2] This is a block diagram showing the configuration of a communication device in one embodiment of the present disclosure. [Figure 3] A block diagram showing the configuration of a server in an embodiment of the present disclosure. [Figure 4] A block diagram showing the game processing function of a communication device in an embodiment of the present disclosure. [Figure 5] A block diagram showing the game processing function of a server in an embodiment of the present disclosure. [Figure 6] A diagram showing a game image of a puzzle game by a game program according to an embodiment of the present disclosure. [Figure 7] A diagram for explaining puzzle elements used in a puzzle game by a game program according to an embodiment of the present disclosure. [Figure 8] A diagram for explaining puzzle elements used in a puzzle game by a game program according to an embodiment of the present disclosure. [Figure 9] A diagram showing a puzzle area of a puzzle game by a game program according to an embodiment of the present disclosure. [Figure 10] A diagram showing a puzzle area of a puzzle game by a game program according to an embodiment of the present disclosure. [Figure 11] A diagram showing a puzzle area of a puzzle game by a game program according to an embodiment of the present disclosure. [Figure 12] A diagram showing a puzzle area of a puzzle game by a game program according to an embodiment of the present disclosure.

Embodiments for Carrying Out the Invention

[0018] Hereinafter, a game program (specifically, a program for image control of a puzzle game), which is an embodiment of the present disclosure, will be described with reference to the drawings. However, the present disclosure can be implemented in many different modes. That is, the present disclosure is not construed as being limited to the description of the embodiments shown below. In the drawings referred to in this embodiment, the same parts or parts having the same functions are denoted by the same reference numerals or reference numerals with an alphabet attached after the same reference numeral, and the repeated description thereof is omitted.

[0019] In this specification and in the claims, each term is defined as follows:

[0020] A "game image" is an image displayed on the screen that represents the progress of the game. In the case of a puzzle game, the display shows a game image that includes a puzzle area where multiple puzzle elements are arranged. The game user (hereinafter simply referred to as "user") can control the game by touching a part of the game image.

[0021] The "puzzle area" is the region in the game image where multiple puzzle elements are supplied. The user determines where to move the puzzle elements within the puzzle area by determining their initial position (the starting position when the puzzle elements move towards the puzzle area) through touch operations. By repeating these touch operations, puzzle elements are sequentially supplied to the puzzle area, and the puzzle game progresses according to predetermined rules.

[0022] A "puzzle element" refers to an object that functions as an individual puzzle piece (specifically, an image of an object to be manipulated or processed included in a game image). As described later, puzzle elements include puzzle elements with various attributes (e.g., size, shape, or type). In principle, puzzle elements are objects whose physical property parameters, as described later, are set so that they deform in response to external forces. However, as an exception, puzzle elements may include special objects (also called "special puzzle elements") whose physical property parameters are set so that they do not undergo the above deformation. Here, "deform in response to external forces" means that when an external force is applied, the shape changes due to elastic or plastic deformation. For example, when a puzzle element falls and collides with another puzzle element, both puzzle elements may change shape due to elastic or plastic deformation of each other.

[0023] The term "elastic" includes "viscoelasticity." Therefore, the term "elastic deformation" means "deformation due to elasticity or viscoelasticity," and the term "elastic body" means "an object that has elastic or viscoelastic properties." Furthermore, the expression "elastically" is used to mean "like an object that has elastic or viscoelastic properties."

[0024] "Physical property parameters" are parameters that indicate the physical properties of a material. Each puzzle element has physical property parameters assigned to it. These parameters can include elastic modulus, dynamic modulus, density (mass), hardness, and coefficient of friction. Depending on the setting of the physical property parameters, a puzzle element may or may not be able to undergo elastic deformation. For example, if the physical property parameters of a puzzle element are set to allow elastic deformation, the puzzle element will behave as if it were an elastic material.

[0025] "Touch operation" refers to an operation performed by a user by touching a touch panel or similar device with their finger or a stylus pen (hereinafter referred to as "indicator"). "Tap operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is short. "Long press operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is longer than that of a tap operation. "Slide operation" refers to an operation in which the point of contact is moved while maintaining contact with the indicator (an operation involving a change in the coordinates of the point of contact). Among slide operations, operations in which the contact time of the indicator is long are sometimes called swipe operations. Also, among slide operations, operations in which the contact time of the indicator is short are sometimes called flick operations.

[0026] A "program" refers to an instruction or set of instructions executed by a processor in a computer equipped with a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or client), "computer" refers to the server (or client). Also, when a "program" is executed through distributed processing between a server and a client, "computer" includes both the server and the client. In this case, "program" includes "the program executed on the server" and "the program executed on the client." Similarly, when a "program" is processed in a distributed manner across multiple servers, "computer" includes multiple servers, and "program" includes each program executed on each server.

[0027] In this specification and the description of the drawings, when it is necessary to distinguish each puzzle element individually, they may be distinguished by adding a number after a common designation (e.g., PE) (e.g., PE1 to PE7). However, when it is not necessary to distinguish each puzzle element in the description, only the common designation may be used.

[0028] <First Embodiment> [Communication system configuration] Figure 1 is a block diagram showing the configuration of a communication system 1000 in one embodiment of the present disclosure. The communication system 1000 includes a communication device 100 and a server 500. The communication device 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system consisting of a client, the communication device 100, and a server 500.

[0029] The communication device 100 is, for example, a mobile terminal such as a smartphone. By connecting to a network NW, the communication device 100 can communicate with the server 500 or other communication devices. The communication device 100 can have a game program installed. By running the game program installed on the communication device 100, a puzzle game is provided in which each puzzle element can be manipulated according to the user's input.

[0030] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed on the communication device 100. Furthermore, the game program may be provided already recorded on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, magneto-optical recording medium, or semiconductor memory. In this case, the communication device 100 may be any information processing device equipped with a device for reading the recording medium.

[0031] The game program can be executed in any of the following ways: by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the role of execution (so-called distributed processing).

[0032] Server 500 is an information processing device that provides game programs and various services to the communication device 100. These services include, for example, login processing and synchronization processing when running online games on the communication device 100. Other services may include, for example, social networking services (SNS) and billing processing. The game program is recorded in a storage device included in Server 500, a recording medium readable by Server 500, or a database accessible to Server 500 via a network NW. In Figure 1, Server 500 is shown as a single information processing device, but it may be composed of multiple information processing devices.

[0033] [Configuration of the G device] Figure 2 is a block diagram showing the configuration of a communication device 100 in one embodiment of the present disclosure. The communication device 100 in this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, an audio input / output unit 109, and a notification unit 110. However, the communication device 100 is not limited to including all of these elements.

[0034] The control unit 101 includes a processor (arithmetic processing unit) such as a CPU (Central Processing Unit) and a storage device such as RAM. The control unit 101 executes programs stored in the storage unit 102 using the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.

[0035] The memory unit 102 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 102 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 102.

[0036] The display unit 103 has a display area that displays various display images (for example, game images, etc.) in accordance with the control of the control unit 101. The display unit 103 is a display device such as a liquid crystal display or an organic EL display.

[0037] The operation unit 104 is an operating device that outputs signals (for example, signals indicating commands or information) to the control unit 101 in response to user operations. The operation unit 104 is a touch sensor located on the surface of the display unit 103. The operation unit 104, when combined with the display unit 103, constitutes a touch panel. Commands or information corresponding to user operations are input to the communication device 100 by the user touching the operation unit 104 with their finger or an object such as a stylus pen. However, the operation unit 104 may also include switches located on the housing of the communication device 100.

[0038] The sensor unit 105 is a device that collects information about the movement of the communication device 100, the environment surrounding the communication device 100, etc., and converts it into a signal. In this embodiment, the sensor unit 105 is, for example, an acceleration sensor. The control unit 101 acquires information about the movement of the communication device 100 (for example, tilt, vibration, etc.) based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.

[0039] The imaging unit 106 is an imaging device (camera) that converts the image of the object to be imaged into a signal. The communication device 100 generates image files (including still image files and video files) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads identification codes such as one-dimensional codes or two-dimensional codes.

[0040] The position detection unit 107 detects the position of the communication device 100 based on the position information. In this embodiment, the position detection unit 107 detects the position of the communication device 100 using GNSS (Global Navigation Satellite System).

[0041] The communication unit 108 is a wireless communication module that, under the control of the control unit 101, connects to the network NW and transmits and receives information with other communication devices, such as a server 500 connected to the network NW. The communication unit 108 may also include a communication module that performs infrared communication, short-range wireless communication, etc.

[0042] The sound input / output unit 109 handles sound input and output. For example, sound input is performed by the microphone of the sound input / output unit 109. Sound output is performed by the speaker of the sound input / output unit 109. In addition to communication with other communication devices, the sound input / output unit 109 can also be used to collect external sounds or output voices or sound effects associated with game progress.

[0043] The notification unit 110 notifies the user of the status of the communication device 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the user of the status of the communication device 100 using light, sound, or vibration. For example, the notification unit 110 can notify the user of whether or not communication with an external device is taking place by flashing a lamp or vibrating the entire casing. The vibration of the entire casing is performed by a vibrator in the notification unit 110. The notification unit 110 can also notify the user of events that occur as the game progresses. For example, the notification unit 110 can notify the user using light, sound, or vibration that puzzle elements supplied to the puzzle area have met predetermined conditions.

[0044] [Server Configuration] Figure 3 is a block diagram showing the configuration of a server 500 in one embodiment of the present disclosure. The server 500 in this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.

[0045] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as RAM. The control unit 501 executes programs stored in the storage unit 502 using the CPU to realize various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.

[0046] The memory unit 502 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 502 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 502. The memory unit 502 also stores various information received from other devices (e.g., communication device 100) via the network NW.

[0047] The communication unit 503 is a wireless communication module that, under the control of the control unit 501, connects to the network NW and transmits and receives information with other devices such as the communication device 100 and other servers connected to the network NW. Examples of other servers include game servers, SNS servers, and mail servers.

[0048] [Game processing function of communication device] The game processing functions performed by the communication device 100 will now be described. The game processing functions are realized by the control unit 101 of the communication device 100 executing a game program. Some or all of the configuration for realizing the game processing functions described below may be implemented by hardware.

[0049] Figure 4 is a block diagram showing a game processing function 10 of a communication device 100 in one embodiment of the present disclosure. The game processing function 10 includes a game operation acquisition unit 11, a setting data reception unit 12, a game data storage unit 13, a game processing execution unit 14, a status data transmission unit 15, a display data generation unit 16, and a display data output unit 17. However, the game processing function 10 shown in Figure 4 is merely an example, and some functions may be omitted or other functions may be added.

[0050] The game operation acquisition unit 11 acquires game operations from among the operations input by the user to the operation unit 104. Game operations are operations related to the game, and include, for example, instructions for the initial position (starting position) of puzzle elements, instructions for using items, etc. Game operations are performed by touch operations on the operation unit 104.

[0051] The configuration data receiving unit 12 receives configuration data from the server 500 via the communication unit 108. The configuration data is data that includes various configuration parameters related to game progress and is generated at the server 500. The configuration data may also include control data related to game control.

[0052] The game data storage unit 13 stores setting data received by the setting data receiving unit 12, and also stores data necessary for displaying game images (for example, image data). The game data storage unit 13 may also store status data, which will be described later.

[0053] The game processing execution unit 14 executes processes (game progression processing) to control the progress of the game based on game operations acquired by the game operation acquisition unit 11 and setting data received by the setting data receiving unit 12. The game progression processing includes, for example, processing of various events associated with the combination or deletion of multiple puzzle elements supplied to the puzzle area (including rearrangement of puzzle elements), processing to generate status data corresponding to the processing of various events, and processing to control the game image according to the status of game progression. The status data is data that represents the state of game progression (placement of each puzzle element, whether or not an event has occurred, whether or not an item has been used, etc.). The game processing execution unit 14 can generate status data at any time. Detailed specific examples of game progression processing will be described later.

[0054] The status data transmission unit 15 transmits the status data generated by the game processing execution unit 14 to the server 500 via the communication unit 108. The status data transmission unit 15 can transmit status data at any time, for example, when the game ends or when an event occurs.

[0055] The display data generation unit 16 generates display data for displaying game images on the display unit 103 according to the progress of the game controlled by the game processing execution unit 14. The display data includes background images and object images such as puzzle elements.

[0056] The display data output unit 17 outputs the display data generated by the display data generation unit 16 to the display unit 103. The display data output unit 17 generates signals such as signals to control the output timing of the display image and signals to control each driver circuit of the display unit 103.

[0057] [Server game processing capabilities] The game processing functions executed on server 500 are described below. These game processing functions are implemented by the control unit 501 of server 500 executing a game program. Some or all of the configurations for implementing the game processing functions described below may be implemented by hardware.

[0058] Figure 5 is a block diagram showing the game processing function 50 of a server 500 in one embodiment of the present disclosure. The game processing function 50 includes a status data receiving unit 51, a game data storage unit 52, a game processing execution unit 53, and a setting data transmission unit 54. However, the game processing function 50 shown in Figure 5 is merely an example, and some functions may be omitted or other functions may be added.

[0059] The status data receiving unit 51 receives status data from the communication device 100 via the communication unit 503. The status data may include identification data for identifying the source communication device 100.

[0060] The game data storage unit 52 stores status data received by the status data receiving unit 51 and setting data generated by the game processing execution unit 53. The status data and setting data are stored in association with the corresponding communication device 100.

[0061] The game processing execution unit 53 executes processes (game management processes) for managing the progress of the game based on the status data received by the status data receiving unit 51. The game management processes include, for example, processes for managing the status data associated with each communication device 100, processes for generating setting data according to the progress of each game, and processes for logging each communication device 100 into the game. The game management processes may also include processes for synchronizing the game progress among the communication devices 100. Furthermore, the game processing execution unit 53 is not limited to this example and can also execute at least a part of the aforementioned game progress processes in addition to the game management processes.

[0062] The configuration data is data used to set various parameters according to the state of game progress. For example, the configuration data may include identification data of the associated communication device 100, parameters related to the progress and control of the next game stage, and updated attribute and physical property parameters of puzzle elements (details will be described later). The game processing execution unit 53 can generate configuration data associated with the communication device 100 corresponding to the status data it has received.

[0063] The configuration data transmission unit 54 transmits the configuration data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The configuration data transmission unit 54 can transmit configuration data at timings such as when an event occurs or when transitioning to the next game stage. In addition to configuration data, the configuration data transmission unit 54 may also transmit current status data to the communication device 100.

[0064] [Composition of game images] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor in the control unit 101) of the communication device 100 shown in Figure 2, which executes the game program read from the storage unit 102. However, the control unit 501 (specifically, the processor in the control unit 501) of the server 500 shown in Figure 3 may execute the game program stored in the storage unit 502 and display the game image GI on the display unit 103 of the communication device 100.

[0065] Figure 6 shows a game image GI of a puzzle game using a game program according to one embodiment of the present disclosure. Specifically, Figure 6 shows a scene of the puzzle game during the execution of the game program. The communication device 100 is a mobile terminal such as a smartphone. The game image GI is displayed on the display unit 103 of the communication device 100. Although not shown in the figure, a touch sensor is arranged as an operation unit 104 in approximately the same area as the display unit 103.

[0066] As shown in Figure 6, the game image GI includes a container 61 with an opening facing upwards. In this embodiment, the area inside the container 61 is called the puzzle area PA, and the area outside the container 61 is called the non-puzzle area NPA. The puzzle area PA is the area where multiple puzzle elements PE, which function as puzzle pieces, are supplied, and where the puzzle game progresses as each puzzle element PE interacts with each other. The non-puzzle area NPA is the area of ​​the game image GI other than the puzzle area PA. In the example shown in Figure 6, multiple puzzle elements PE are supplied to the puzzle area PA. In this embodiment, the physical properties of the puzzle elements PE are set so that they elastically deform in response to external forces. Each puzzle element PE located in the puzzle area PA varies in size, type, and shape, the reason for which will be explained later. Various images and objects that assist in the game's progress, such as background images and user interface images (UI images), are placed in the non-puzzle area NPA.

[0067] The game image GI shown in Figure 6 includes a conveyor belt 21, a hold stage 22, a piece transfer device 23, and a score display 24 as background images. The conveyor belt 21 is a device for sequentially transporting multiple puzzle elements PE supplied to the puzzle area PA. The hold stage 22 is an area for temporarily retracting the puzzle element PE being manipulated. The piece transfer device 23 is a device for moving the puzzle element PE being manipulated in the left-right direction according to user input. The score display 24 is an area for displaying points earned during the progress of the puzzle game.

[0068] Furthermore, the game image GI includes UI images such as the control lever 31, control switch 32, and control switch 33. The control lever 31 is a UI (user interface) for the user to move the piece transporter 23 left and right, or to drop puzzle elements PE from the piece transporter 23. The control switches 32 and 33 are UIs for the user to use items, for example, or to move the puzzle element PE to the hold stage 22.

[0069] The puzzle game of this embodiment progresses through user interaction with the game image GI having the configuration described above. However, the game image GI shown in Figure 6 is merely an example of a puzzle game when the game program of this embodiment is executed, and the background images and UI images (including functions assigned to the UI images) placed within the game image GI are not limited to the illustrated configuration. For example, the piece transfer device 23 can also be operated by the user's touch operation at any position on the screen. Specifically, the piece transfer device 23 may move left or right in response to a slide operation at any position on the screen, and when the user releases their finger, the puzzle element PE may fall from the piece transfer device 23. In this case, the position where the user releases their finger becomes the initial position of the puzzle element PE supplied to the puzzle area PA.

[0070] [Overview of game progression] Next, the progress of the puzzle game when the game program of this embodiment is executed will be explained using Figure 6. In general terms, the puzzle game of this embodiment is a game in which puzzle elements PE are sequentially supplied to the puzzle area PA in response to user operations, and players compete to accumulate the total points (score) obtained by repeatedly combining and eliminating puzzle elements PE in the puzzle area PA.

[0071] In the puzzle game of this embodiment, the basic operation involves the user moving a puzzle element PE held by the piece transferr 23 in the left-right direction to specify the initial position where the puzzle element PE will begin to fall. At this time, as shown in Figure 6, multiple puzzle elements PE being transported one after another are displayed on the conveyor belt 21. Specifically, the game image GI includes multiple puzzle elements that will be operated in subsequent turns while the piece transferr 23 is being operated by the user (i.e., while the operation to specify the initial position of the puzzle element PE to be operated is being performed). By visually observing each puzzle element PE placed on the conveyor belt 21, the user can recognize what attributes (size, shape, or type) of the puzzle element PE that will be operated in subsequent turns. In the example shown in Figure 6, the multiple puzzle elements PE placed on the conveyor belt 21 are operated in order from right to left.

[0072] Furthermore, by utilizing the hold stage 22, the user can temporarily withhold the supply of puzzle elements PE held by the piece transferr 23 to the puzzle area PA. Specifically, the user can temporarily move the currently manipulated puzzle element PE onto the hold stage 22 to be the next target of manipulation. In this case, the manipulated puzzle element PE moves onto the hold stage 22, and the next target of manipulation, another puzzle element (the puzzle element PE located on the far right of the conveyor 21), is loaded onto the piece transferr 23 as the manipulated puzzle element PE. In other words, the user can change the manipulated puzzle element PE to another puzzle element PE that will be the next target of manipulation. The puzzle element PE held on the hold stage 22 will then become the target of manipulation when another puzzle element PE is moved to the hold stage 22, replacing the puzzle element PE loaded onto the piece transferr 23.

[0073] As described above, multiple puzzle elements PE that will be manipulated in subsequent turns are displayed on the conveyor belt 21. Therefore, by considering the puzzle elements PE on the conveyor belt 21 and utilizing the hold stage 22, the user can strategically decide which puzzle elements PE to supply to the puzzle area PA and efficiently acquire points.

[0074] Puzzle elements PE, whose initial positions are determined by the piece transporter 23, detach from the piece transporter 23 and are supplied to the puzzle area PA (inside the container 61). A virtual gravitational field is set in the space between the piece transporter 23 and the container 61, and in the puzzle area PA. In other words, a virtual gravity acts as a virtual external force on the puzzle elements PE that have detached from the piece transporter 23. Therefore, the puzzle elements PE that have detached from the piece transporter 23 move towards the bottom of the container 61 as if falling due to the virtual gravity. Multiple puzzle elements PE supplied to the puzzle area PA are arranged so as to be stacked from the bottom up, as shown in Figure 6. The progress of the puzzle game in the puzzle area PA will be described later.

[0075] The game image GI shown in Figure 6 contains liquid 62 inside a container 61. The liquid 62 mimics the water filled inside the container 61. A predetermined amount of liquid 62 is placed inside the container 61, and as puzzle elements PE are supplied to the container 61, the liquid level (the surface of the liquid 62) gradually rises. In other words, the liquid level of the liquid 62 rises as the proportion of puzzle elements PE in the puzzle area PA increases. Finally, when the liquid level of the liquid 62 exceeds a predetermined position due to the increase in puzzle elements PE located in the puzzle area PA, the game ends. In this embodiment of the puzzle game, the game ends when the liquid 62 overflows from the container 61.

[0076] The ratio of puzzle elements PE to the puzzle area PA described above may be the ratio of the area of ​​puzzle elements PE, or the ratio of the volume of puzzle elements PE. Furthermore, the game is not limited to these examples; for example, the game can be ended if the total number of puzzle elements PE in container 61 exceeds a predetermined value. In addition, points can be set for each type of puzzle element PE, and the game can be ended if the total points of the puzzle elements PE in container 61 exceed a predetermined value.

[0077] Thus, in this embodiment, the game is determined based on the height of the liquid 62 (water level), which changes according to the proportion of puzzle elements PE in the puzzle area PA. Such a criterion is particularly effective when the puzzle elements PE have the property of deforming in response to external forces, as in this embodiment. In conventional puzzle games, since individual puzzle elements do not deform, the height of the pile of puzzle elements stacked in the puzzle area can be clearly determined in units of the height of one puzzle element. On the other hand, when the puzzle elements PE deform, as in this embodiment, the height of the pile of puzzle elements stacked in the puzzle area changes irregularly, making it difficult to accurately determine the height of the pile of puzzle elements PE. Therefore, in this embodiment, the height of the liquid 62 is adopted as the criterion for ending the game so that it can be used as a clear criterion even if the height of the pile of puzzle elements PE cannot be accurately determined.

[0078] Furthermore, the height of the liquid 62 is also affected by the area and volume of regions where no puzzle elements PE exist (including the gaps between puzzle elements PE). Conventionally, the game's end was determined solely by the height of the puzzle elements, meaning that even a localized accumulation of puzzle elements could result in a game over. In contrast, in this embodiment, for example, even if puzzle elements PE accumulate locally and some exceed the liquid level or the height of the container 61's wall, the game will not end as long as the liquid level does not exceed a predetermined value. Therefore, this puzzle game allows for the development of strategies not found in conventional puzzle games. From this perspective, the strategic appeal has also improved.

[0079] [Structure of puzzle elements] Figure 7 is a diagram illustrating puzzle elements PE used in a puzzle game by a game program according to one embodiment of the present disclosure. Figure 7 illustrates seven puzzle elements PE. For the sake of explanation, the seven puzzle elements PE will be referred to as puzzle elements PE1 to PE7, respectively, to distinguish them. Puzzle elements PE1 to PE7 in this embodiment each have different attributes set. Here, "attributes" include, for example, size, shape, or type.

[0080] In the example shown in Figure 7, puzzle elements PE1 to PE6 each have different sizes. Specifically, puzzle element PE1 has the smallest size, and puzzle element PE2 has a larger size than puzzle element PE1. As shown in Figure 7, the sizes of puzzle elements PE1 to PE6 increase sequentially from puzzle element PE1 to puzzle element PE6, with puzzle element PE6 having the largest size.

[0081] Furthermore, puzzle elements PE1 to PE6 are all of different types. Here, "different types" means that the appearance of puzzle elements PE1 to PE6 is different. For example, puzzle elements PE1 to PE6 may have different colors, different shapes, or different patterns on their surfaces (for example, the patterns of the faces of the assigned characters). In the example shown in Figure 7, for the sake of explanation, the differences in the types of puzzle elements PE1 to PE6 are represented by changing the type of hatching.

[0082] Furthermore, each puzzle element PE1 to PE6 has material property parameters set. Specifically, each puzzle element PE1 to PE6 has material property parameters set so that it can undergo elastic deformation, like an elastic material (e.g., rubber). That is, each puzzle element PE1 to PE6 behaves as if it were an elastic material in the puzzle region PA. In addition, each puzzle element PE1 to PE6 has a different density (mass) set as a material property parameter. Specifically, under virtual gravity, the weight of puzzle element PE1 is the smallest, and the weight of puzzle element PE2 is greater than that of puzzle element PE1. The weights of puzzle elements PE1 to PE6 increase sequentially from puzzle element PE1 to puzzle element PE6, with puzzle element PE6 having the largest weight. However, this is not the only example, and the densities of puzzle elements PE1 to PE6 may all be the same.

[0083] Figure 8 is a diagram illustrating a puzzle element PE used in a puzzle game using a game program according to one embodiment of the present disclosure. As shown in Figure 8, each puzzle element PE is set as a collection of multiple particles PT. Each particle PT is a substantially circular object, and each has the aforementioned physical property parameters set. The behavior of each puzzle element PE can be controlled based on physical calculations on the physical property parameters of each particle PT. That is, by performing physical calculations on the physical property parameters of each particle PT constituting the puzzle element PE, the degree of elastic deformation, the degree of restoring force (recovery force), the degree of elastic force, etc., of the puzzle element PE can be controlled, and the puzzle element PE can be made to behave like an actual elastic body. For example, when two puzzle elements PE collide, physical calculations are performed on the physical property parameters of each particle PT constituting both, and the behavior of the two puzzle elements PE colliding, collapsing, and repelling each other due to elastic force can be expressed in accordance with actual physical phenomena.

[0084] By changing the settings of the physical property parameters described above, various attributes can be assigned to the puzzle element PE. As shown in Figure 7, the puzzle element PE of this embodiment includes a special puzzle element PE7 in addition to puzzle elements PE1 to PE6. Puzzle element PE7 differs from puzzle elements PE1 to PE6 in type and shape. Specifically, while puzzle elements PE1 to PE6 have a roughly circular or roughly elliptical shape, puzzle element PE7 has a polygonal shape. Furthermore, the physical property parameters of puzzle element PE7 are set so that its shape does not change. Other features of puzzle element PE7 will be described later.

[0085] [Combination of puzzle elements] In this embodiment, when two puzzle elements PE1 to PE6 with the same attributes come into contact or are in close proximity, the two puzzle elements PE combine to form a single new puzzle element PE. For example, in the example shown in Figure 7, when two puzzle elements PE1 come into contact or are in close proximity and combine, they change into a single puzzle element PE2. Similarly, when two puzzle elements PE2 come into contact or are in close proximity and combine, they change into a single puzzle element PE3. In general, when two puzzle elements PE(N) come into contact or are in close proximity and combine, they change into a single puzzle element PE(N+1). Thus, the attributes of the puzzle elements PE1 to PE6 in this embodiment are assigned a predetermined order, and when two puzzle elements PE are combined to form a new puzzle element, the attributes of the puzzle elements PE change according to the predetermined order.

[0086] In the example above, "proximity" means that the distance between the puzzle elements PE has become within a predetermined distance. Whether or not the distance between the puzzle elements PE has become within a predetermined distance can be determined, for example, by using the distance between the center points of the particle PTs mentioned above. Specifically, when the distance between the center point of the particle PT located on the outermost periphery of one puzzle element PE and the center point of the particle PT located on the outermost periphery of the other puzzle element PE falls within a predetermined distance (for example, 1 to 2 times the diameter of the particle PT), the two puzzle elements PE can be determined to be in proximity. However, not limited to this example, the degree to which puzzle elements PE are considered to be in proximity (i.e., when the compositing process is performed) can be set as appropriate.

[0087] In accordance with the above conditions, when a newly supplied puzzle element PE to the puzzle area PA is found near another puzzle element PE with the same attributes at the landing point, it is combined with it upon contact or proximity and transforms into a puzzle element PE with different attributes according to the predetermined order described above. Specifically, in the example shown in Figure 7, when puzzle elements PE with the same attributes are combined, they transform into a puzzle element PE that is different in type and weight, and is also larger in size.

[0088] Figures 9 and 10 show the puzzle area PA of a puzzle game using a game program according to one embodiment of the present disclosure. Specifically, Figure 9 shows how two puzzle elements PE3 are combined to form one puzzle element PE4. Figure 10 shows how an event (a so-called chain reaction) occurs in the puzzle area PA in which the combination of puzzle elements PE is repeated in succession.

[0089] As shown in Figure 9, the puzzle element PE3 supplied into the container 61 by user operation falls into the liquid 62. In this embodiment, a virtual buoyancy force is not set as a virtual external force in the liquid 62, but this is not the only example, and it is possible to set a virtual buoyancy force in the liquid 62. In that case, a virtual buoyancy force may be applied to the puzzle element PE that has fallen into the liquid 62 to reduce the speed of its fall due to virtual gravity.

[0090] As shown in the upper part of Figure 9, directly below the puzzle element PE3 that has fallen into the liquid 62, there is another puzzle element PE3 of the same attributes that has already been supplied to the puzzle area PA. When the two puzzle elements PE3 come into contact or are close to each other, as shown in the lower part of Figure 9, the two puzzle elements PE3 are combined and transformed into a single puzzle element PE4. At this time, both of the combined puzzle elements PE3 are erased. In the example shown in Figure 9, the two erased puzzle elements PE3 are shown by dotted lines.

[0091] In the example shown in Figure 9, puzzle element PE2 is located beneath puzzle element PE4, which is created by synthesis. In this case, since puzzle elements PE2 and PE4 have different attributes, they will not be synthesized even if they are in contact. Also, in the state shown in the upper part of Figure 9, puzzle element PE3 is resting on top of puzzle element PE2, but in the state shown in the lower part of Figure 9, puzzle element PE3 is transformed into puzzle element PE4 by synthesis, so the load (weight) applied from above to puzzle element PE2 increases due to the weight of puzzle element PE4. In this case, based on physical calculations for the material properties of both puzzle elements PE2 and PE4, the shape of puzzle element PE2 may be changed so that it is further compressed by the amount of the increased load.

[0092] In the example shown in Figure 9, when the fallen puzzle element PE3 comes into contact with or comes into proximity with the puzzle element PE3 located below it, it is combined with the lower puzzle element PE3 in a manner that attracts it to the lower puzzle element PE3 (a manner that merges with it). As a result, the fallen puzzle element PE3 merges with the lower puzzle element PE3. In other words, when the fallen puzzle element PE3 and the lower puzzle element PE3 are combined, the combined puzzle element PE4 is displayed with the position of the lower puzzle element PE3 as the reference point. In this way, a newly supplied puzzle element PE may be combined with an existing puzzle element PE (a puzzle element PE already supplied to the puzzle area PA) in a manner that merges with it. However, the manner in which puzzle elements PE are combined is not limited to this example; an existing puzzle element PE may be combined with a newly supplied puzzle element PE in a manner that merges with it, or the newly supplied puzzle element PE and the existing puzzle element PE may be combined at an intermediate point between them.

[0093] Incidentally, as shown in the upper part of Figure 9, before the two puzzle elements PE3 are combined, the puzzle element PE3 located below the newly supplied puzzle element PE3 (the existing puzzle element PE3) is in contact with the existing puzzle element PE4. Therefore, as shown in the lower part of Figure 9, the newly generated puzzle element PE4 resulting from the combination of the two puzzle elements PE3 will come into contact with the existing puzzle element PE4.

[0094] When a newly generated puzzle element PE4 comes into contact with or is close to an existing puzzle element PE4, the two puzzle elements PE4 spontaneously combine and transform into puzzle element PE5, as shown in the upper part of Figure 10. In the example shown in the upper part of Figure 10, the two erased puzzle elements PE4 are indicated by dotted lines. An event in which a single event (in this case, the combination of puzzle elements PE) occurs consecutively is generally called a "chain reaction." Chain reactions may occur simultaneously in multiple locations on the game image GI. In such cases, the number of occurrences and points earned in each chain reaction may be managed using status data, etc.

[0095] In the example shown in the upper part of Figure 10, as the two puzzle elements PE4 change into puzzle element PE5, puzzle element PE2 is bounced towards the wall of container 61. This is because puzzle element PE5 appears in the position where puzzle element PE4 was, causing puzzle element PE2 (see the lower part of Figure 9), which was resting on top of puzzle element PE4, to be pushed away. At this time, the manner in which puzzle element PE2 is bounced is controlled based on physical calculations for the material properties of both puzzle element PE5 and puzzle element PE2. Specifically, in the game image GI, it will be depicted as if puzzle element PE2 was bounced away by the elastic force of puzzle element PE5. Furthermore, puzzle element PE3, which was located to the lower right of the new puzzle element PE5, is deformed as if being crushed by puzzle element PE5. This deformation is also controlled based on physical calculations for the material properties of puzzle element PE3.

[0096] Furthermore, as shown in the lower part of Figure 9, before the two puzzle elements PE4 are combined, the puzzle element PE5 located below the existing puzzle element PE4 is in contact with the existing puzzle element PE4. Therefore, as shown in the upper part of Figure 10, the newly generated puzzle element PE5 created by the combination of the two puzzle elements PE4 comes into contact with the existing puzzle element PE5 located below it. As a result, as shown in the lower part of Figure 10, the two puzzle elements PE5 are combined and transformed into a new puzzle element PE6. In other words, a series of chains continues from the lower part of Figure 9 to the lower part of Figure 10. In the example shown in the lower part of Figure 10, the two removed puzzle elements PE5 are indicated by dotted lines.

[0097] In the example shown in the lower part of Figure 10, as the two puzzle elements PE5 transform into puzzle element PE6, puzzle element PE2, which was positioned to the left of puzzle element PE5 in the upper part of Figure 10, is bounced towards puzzle element PE1, which was positioned further to the left. In this case as well, the manner in which puzzle element PE2 is bounced by puzzle element PE6 is controlled based on physical calculations of the physical properties of both puzzle element PE6 and puzzle element PE2. In the upper part of Figure 10, puzzle element PE2, which collides with the wall of container 61, bounces off the wall of container 61 and is positioned near the surface of the liquid 62, as shown in the lower part of Figure 10. Such fine details can also be controlled based on physical calculations of the physical properties of puzzle element PE2.

[0098] As explained above, puzzle elements PE synthesized in the puzzle area PA are enlarged and transformed into other puzzle elements PE. At this time, if the proportion of the enlarged puzzle elements PE in the puzzle area PA is greater than the proportion of the two original puzzle elements PE in the puzzle area PA, the liquid level 62 in the container 61 shown in Figure 6 rises. In other words, in the puzzle area PA, as the synthesis of puzzle elements PE is repeated, the liquid level 62 rises, bringing the player closer to a game over. On the other hand, if the two largest puzzle elements PE6 come into contact or are close to each other, they are eliminated without being synthesized. When puzzle elements PE are eliminated, the proportion of puzzle elements PE in the puzzle area PA decreases, causing the liquid level 62 in the container 61 shown in Figure 6 to drop.

[0099] In this embodiment of the puzzle game, as the game progresses, the size of each puzzle element PE in the puzzle area PA increases, putting the user in a disadvantageous situation (a situation where the degree of freedom for combining puzzle element PE decreases). On the other hand, by combining puzzle element PE until it reaches its largest size, it becomes possible to eliminate two of the largest puzzle element PE6 at once, creating a situation advantageous to the user (a situation where the degree of freedom for combining puzzle element PE increases). Furthermore, by setting the points that can be obtained when combining puzzle element PE to be higher according to the size of the puzzle element PE, the combination of enlarged puzzle element PE can be made to create an even more advantageous situation for the user. In order to increase the score, it is desirable for the user to continue playing for as long as possible, and to do so, it is necessary to efficiently enlarge and eliminate puzzle element PE. However, enlarging the size of puzzle element PE creates a situation disadvantageous to the user. Thus, the fun of this embodiment of the puzzle game lies in the fact that the user's play aimed at achieving a high score conversely creates a situation disadvantageous to the user.

[0100] Furthermore, as mentioned above, the user does not directly specify the placement position of the puzzle element PE, but only the initial position for supplying the puzzle element PE to the puzzle area PA. Therefore, the behavior of the puzzle element PE after movement begins is left to virtual external forces, regardless of the user's intentions. In addition, puzzle elements PE1 to PE6 have roughly circular or elliptical shapes and their physical properties are set to behave as elastic bodies, making it difficult to predict their behavior after contact with each other. In other words, even if the user operates the piece transfer device 23 (see Figure 6) to drop the puzzle element PE aiming for a desired landing point, it is difficult to predict whether the dropped puzzle element PE will land precisely in the desired position. Moreover, even when puzzle element PE with the same attributes are combined, it is difficult to predict how the surrounding puzzle element PE will move due to the enlarged puzzle element PE that appears after the combination. Thus, this embodiment provides a novel puzzle game in which the movement of puzzle element PE is difficult to predict, allowing even users familiar with the operation to continue playing the puzzle game without getting bored.

[0101] [Structure of unique puzzle elements] The puzzle element PE7 shown in Figure 7 is a special puzzle element whose attributes and physical properties differ significantly from those of puzzle elements PE1 to PE6. Specifically, puzzle element PE7 cannot be combined with other puzzle elements PE7 even when they are in contact with or close proximity to each other. Furthermore, puzzle element PE7 cannot be combined with any of puzzle elements PE1 to PE6. In other words, puzzle element PE7 functions as an object that hinders the efficient progress of the game, enhancing the strategic appeal of the puzzle game. In addition, the physical properties of puzzle element PE7 are set to be heavier than those of puzzle elements PE1 to PE6.

[0102] Figure 11 shows the puzzle area PA of a puzzle game using a game program according to one embodiment of the present disclosure. Specifically, Figure 11 shows the state before and after a collision between puzzle element PE7 and puzzle element PE3. In the example shown in the upper part of Figure 11, the state immediately after puzzle element PE7, which fell from the piece transporter 23 (see Figure 6) due to user operation, collides with puzzle element PE3, which had already been supplied to the puzzle area PA.

[0103] Puzzle element PE7 has its physical properties set to be heavier than puzzle elements PE1 to PE6, so when it comes into contact with other puzzle elements PE, it exerts a greater force on them. As a result, as shown in the upper part of Figure 11, puzzle element PE3, upon collision with puzzle element PE7, undergoes significant deformation. In the example shown in the upper part of Figure 11, puzzle elements PE2 and PE5, which are adjacent to puzzle element PE3, are also deformed by indirect forces from puzzle element PE3. These deformations can all be controlled based on physical calculations applied to the physical properties parameters of puzzle elements PE7, PE3, PE2, and PE5, respectively.

[0104] The lower diagram in Figure 11 shows how puzzle elements PE3 and PE7 separate from each other due to elastic force after a collision. As mentioned above, puzzle element PE3 is greatly deformed, and therefore its restorative force (recovery force) is also large. As a result, puzzle element PE7 is thrown back by puzzle element PE3. In this way, when puzzle element PE7 collides with other puzzle elements PE, the amount of movement tends to be large, so puzzle element PE7 may be placed in an unintended position. Furthermore, because the outer shape of puzzle element PE3 is roughly circular or elliptical, and puzzle element PE7 is polygonal, the direction in which puzzle element PE7 moves is difficult to predict. In this way, introducing puzzle element PE7 as an obstruction object can further enhance the strategic appeal of the puzzle game.

[0105] As described above, puzzle element PE7 cannot be combined with other puzzle elements PE, and therefore remains in the amount supplied to the puzzle area PA. For this reason, the puzzle game of this embodiment also has a function to remove the aforementioned puzzle element PE7. Specifically, puzzle element PE7 can be removed from the puzzle area PA by using a predetermined item.

[0106] Figure 12 shows the puzzle area PA of a puzzle game using a game program according to one embodiment of the present disclosure. Specifically, Figure 12 shows the process of removing puzzle elements PE7 from the puzzle area PA. The conditions for using the removal item 41 can be arbitrarily set. For example, when the above-mentioned chain reaction occurs, a meter that increases in amount according to the number of chain reactions may be displayed, and when the meter is full, the removal item 41 may become available. Alternatively, the user may operate the operation switches 32 and 33 shown in Figure 6 to make a predetermined removal item 41 available.

[0107] When the use of the erase item 41 is instructed, the erase item 41 appears on the game image GI. In the example shown in Figure 12, when the erase item 41 is superimposed on the puzzle element PE7 to be erased, multiple puzzle elements PE7 that are adjacent to the puzzle element PE7 on which the erase item 41 is superimposed become selected. Specifically, the multiple puzzle elements PE7 that are adjacent to the puzzle element PE7 superimposed with the erase item 41 are highlighted (outlined with a double line) to allow recognition of the multiple puzzle elements PE7 that are in a selected state. Here, "adjacent" means that they are in direct contact or indirect contact. However, multiple puzzle elements PE7 can be selected together according to a predetermined rule, and are not limited to the example described above. In this embodiment, a group of puzzle elements PE7 that have been grouped according to a predetermined rule can be selected as targets for erasure.

[0108] Once the user has selected the puzzle element PE7 to be erased, they can use the erase item 41 by operating operation switch 32 or operation switch 33. When the erase item 41 is used, multiple selected puzzle elements PE7 are erased, as shown in the lower part of Figure 12. In this case, since multiple puzzle elements PE7 are erased at once, it is possible to restore a large amount of space in the puzzle area PA. Although the example shown in Figure 12 illustrates the erasure of multiple puzzle elements PE7, there is no limit to the number that can be erased. The erase item 41 can also be used to erase a single puzzle element PE7.

[0109] Furthermore, the elimination item 41 can also eliminate puzzle elements PE1 to PE6. However, when using the elimination item 41 to eliminate puzzle elements PE1 to PE6, it is preferable to impose a restriction that only one puzzle element PE can be eliminated at a time. Even with such a restriction, for example, it is possible to eliminate puzzle element PE6 shown in Figure 12 by itself using the elimination item 41, thereby improving the strategic appeal of the puzzle game.

[0110] (Variation 1) In this embodiment, an example of virtual gravity acting as a virtual external force is shown, but the embodiment is not limited to this example. That is, the virtual external force for supplying the puzzle element PE to the puzzle region PA may be a force other than virtual gravity. For example, the virtual external force may be any means that applies a propulsive force to the puzzle element PE, such as throwing or launching from a launch pad. Furthermore, when the puzzle element PE moves, it may move in any manner, such as accelerated motion, uniform velocity motion, or uniformly accelerated motion.

[0111] (Modification 2) In this embodiment, an example is shown where the proportion of the enlarged puzzle element PE in the puzzle region PA is greater than the proportion of the two puzzle elements PE before synthesis in the puzzle region PA, but the example is not limited to this. For example, the proportion of the two puzzle elements PE before synthesis in the puzzle region PA and the proportion of the enlarged puzzle element PE in the puzzle region PA may be approximately the same. In this case, even if the puzzle elements PE are synthesized, the liquid level of the liquid 62 will not change in principle, and the liquid level will only rise when a new puzzle element PE is supplied from the piece transferr 23.

[0112] In this modified version, instead of changing the liquid level of liquid 62 according to the proportion of puzzle element PE that occupies the puzzle area PA, the game may be over if the total number of puzzle element PE in container 61 exceeds a predetermined value. When two puzzle element PEs are combined, the total number of puzzle element PEs in container 61 decreases by one, so combining puzzle element PEs itself is advantageous to the user. However, as puzzle element PEs increase in size, it becomes more difficult to combine them with other puzzle elements, so as the size of individual puzzle element PEs increases, the total number of puzzle element PEs in container 61 tends to increase. This modified puzzle game also offers a different kind of strategic appeal compared to conventional puzzle games.

[0113] <Second Embodiment> In the first embodiment, an example was described in which the control unit 101 of the communication device 100 performs the game progression processing when the puzzle game is being played. However, the game progression processing is not limited to this example, and the control unit 501 of the server 500 may also perform the game progression processing. In this case, the control unit 101 of the communication device 100 may be responsible for acquiring game operations by the user and executing the display control of the game image GI, while the control unit 501 of the server 500 may be responsible for other game progression processing. Another example is that the game progression processing can be performed as distributed processing between the communication device 100 and the server 500.

[0114] The above description of this disclosure has been made with reference to the drawings, but each of the embodiments described above can be modified as appropriate without departing from the spirit of this disclosure. For example, any additions, deletions, or design changes made by a person skilled in the art based on each embodiment are also included in the scope of this disclosure as long as they retain the gist of this disclosure. Furthermore, each of the embodiments described above can be combined as appropriate as long as they do not contradict each other, and technical matters common to each embodiment are included in each embodiment even without explicit description.

[0115] Any effects or benefits other than those brought about by the embodiments described above, if they are clear from the description herein or easily predictable to a person skilled in the art, are naturally considered to be brought about by this disclosure. [Explanation of Symbols]

[0116] 10...Game processing function, 11...Game operation acquisition unit, 12...Setting data reception unit, 13...Game data storage unit, 14...Game processing execution unit, 15...Status data transmission unit, 16...Display data generation unit, 17...Display data output unit, 21...Conveyor, 22...Hold stage, 23...Piece transfer unit, 24...Score display unit, 31...Operation lever, 32, 33...Operation switch, 41...Erase item, 50...Game processing function, 51...Status data 52...Game data storage unit, 53...Game processing execution unit, 54...Setting data transmission unit, 61...Container, 62...Liquid, 100...Communication device, 101...Control unit, 102...Storage unit, 103...Display unit, 104...Operation unit, 105...Sensor unit, 106...Imaging unit, 107...Position detection unit, 108...Communication unit, 109...Sound input / output unit, 110...Notification unit, 500...Server, 501...Control unit, 502...Storage unit, 503...Communication unit, 1000...Communication system

Claims

1. A game program that causes a computer to run a puzzle game in which the user manipulates multiple puzzle elements to progress, The initial position of the first puzzle element to be manipulated is specified in response to user input. By applying a virtual external force to the first puzzle element, the first puzzle element is moved from the specified initial position. When the first puzzle element and a second puzzle element different from the first puzzle element come into contact or are in close proximity, if the attributes of the first and second puzzle elements are the same, the first and second puzzle elements are combined to form a third puzzle element having different attributes; if the attributes of the first and second puzzle elements are different from each other, the shapes of the first and second puzzle elements are changed without combining them. A game program that causes a computer to execute.

2. The game program according to claim 1, wherein the attribute is the size, shape, or type of the puzzle element.

3. The game program according to claim 1 or 2, wherein when the first puzzle element and the second puzzle element are combined to form the third puzzle element, the attributes of the puzzle elements change in a predetermined order.

4. The game program according to claim 3, wherein when the first puzzle element having the last attribute in the predetermined order comes into contact with or is close to a second puzzle element having the same attribute, the computer is instructed to erase the first puzzle element and the second puzzle element without combining them.

5. Each of the aforementioned puzzle elements has a set of physical property parameters. The game program according to claim 1, wherein the computer is instructed to elastically change the shape of the puzzle elements based on physical calculations for the aforementioned physical property parameters.

6. The game program according to claim 5, wherein when the size of the third puzzle element is larger than the sizes of the first and second puzzle elements before synthesis, the computer is instructed to move or change the shape of other puzzle elements that come into contact with the third puzzle element, based on physical calculations for at least the physical properties parameters of the third puzzle element.

7. The game program according to claim 1, which causes the computer to perform the synthesis of the first puzzle element and the second puzzle element in such a manner that the first puzzle element fuses with the second puzzle element as a reference.

8. The game program according to claim 1, wherein the plurality of puzzle elements include a fourth puzzle element that is not combined with other puzzle elements and whose shape does not change.

9. The game program according to claim 8, wherein the fourth puzzle element can be removed by using a predetermined item.

10. The game program according to claim 1, which causes the computer to display a plurality of puzzle elements to be operated on in subsequent turns, along with the first puzzle element to be operated on.

11. The game program according to claim 10, which causes the computer to change the first puzzle element that is the target of the operation to another puzzle element that is the next target of the operation.

12. The game program according to claim 1, wherein the virtual external force is virtual gravity.

Citation Information

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