Game system, game method, game program, and game server
The game system improves gameplay by allowing free movement and combination of puzzle elements, enhancing strategic interaction and pace through flexible manipulation and action application.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- THE POKEMON CO
- Filing Date
- 2026-02-24
- Publication Date
- 2026-05-19
AI Technical Summary
Conventional games using puzzle elements restrict the movement of puzzle elements, making it difficult to play at a good pace due to limited freedom in arranging and combining them.
A game system that allows puzzle elements to be moved freely within a game area, combined with identical elements, and perform actions on different types, with conditions for removal to apply effects on objects.
Enhances gameplay freedom and pace by enabling flexible movement and strategic interaction of puzzle elements, allowing players to manipulate game elements to achieve desired outcomes.
Smart Images

Figure 2026083104000001_ABST
Abstract
Description
Technical Field
[0004] , , , ,
[0003] ,
[0001] The present invention relates to a game system, a game method, a game program, and a game server. In particular, the present invention relates to a game system, a game method, a game program, and a game server using puzzle elements.
Background Art
[0002] Conventionally, a program has been known that causes a computer to execute a display control step of displaying a plurality of types of puzzle elements on a display screen, a change step of changing the type of one puzzle element specified based on a player's operation to the same type as the type of a puzzle element at any position adjacent to the position of the one puzzle element, and an elimination step of eliminating the puzzle elements arranged adjacent to each other when a predetermined number or more of puzzle elements of the same type are arranged adjacent to each other (see, for example, Patent Document 1). According to the program described in Patent Document 1, it is possible to improve the strategic nature of the game while facilitating the operability required for the player.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional games using puzzle elements, the movement of puzzle elements within the game area displayed on the display unit of an information terminal or the like is limited. Furthermore, it is required to manipulate multiple puzzle elements that fall from the top to the bottom of the game area while considering the appropriate combination of puzzle elements, or, as in the program described in Patent Document 1, to constantly consider the combination and arrangement of multiple puzzle elements and how to change one puzzle element to match the type of any adjacent puzzle element.Therefore, while conventional games using puzzle elements, including the program described in Patent Document 1, can improve the strategic aspect of the game, the pressure to appropriately arrange puzzle elements within a limited degree of freedom in their movement can make it difficult to play the game at a good pace.
[0005] Therefore, the object of the present invention is to provide a game system, game method, game program, and game server that improve the degree of freedom of movement of puzzle elements and enable the game to be played at a good pace. [Means for solving the problem]
[0006] To achieve the above objective, the present invention provides a game system capable of executing a game using puzzle elements within a game area, comprising: an element selection unit that selects a first puzzle element from one or more puzzle elements of one or more types in response to player operation; a movement control unit that moves the first puzzle element selected by the element selection unit within the game area in response to player operation; a joining unit that, when a puzzle element identical in appearance to the first puzzle element comes into contact with the first puzzle element selected by the element selection unit, joins the puzzle element identical in appearance to the first puzzle element and generates a joined puzzle element whose constituent elements are the first puzzle element and the puzzle element identical in appearance to the first puzzle element; an operation control unit that, when a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the joined puzzle element, causes the second puzzle element to perform a predetermined operation without joining the first puzzle element and the second puzzle element; and an erase control unit that erases the joined puzzle element from the game area when at least one of the following conditions is met: when there is no more player operation on the first puzzle element selected by the element selection unit, or when a predetermined time has elapsed since the element selection unit selected the first puzzle element. [Effects of the Invention]
[0007] The game system, game method, game program, and game server according to the present invention provide a game system, game method, game program, and game server that improve the degree of freedom in moving puzzle elements and enable smooth gameplay. [Brief explanation of the drawing]
[0008] [Figure 1] This is a schematic diagram of the game system according to this embodiment. [Figure 2] This is a block diagram of the functional configuration of the game system according to this embodiment. [Figure 3] This is a data configuration diagram of each storage section of the storage unit according to this embodiment. [Figure 4] This is a schematic diagram illustrating the operation of the puzzle elements in the game system according to this embodiment. [Figure 5]This diagram outlines the actions of the game system on objects according to this embodiment. [Figure 6] This diagram outlines the actions of the game system on objects according to this embodiment. [Figure 7] This flowchart shows the processing flow in the game system according to this embodiment. [Figure 8] This is a schematic diagram of a game system according to a modified example of this embodiment. [Modes for carrying out the invention]
[0009] [Embodiment] <Overview of Game System 1> The game system 1 according to this embodiment is a game system that can be executed on an information terminal such as a smartphone, and uses one or more puzzle elements of one or more types within a game area displayed on the display unit of the information terminal, and is a game system that can apply predetermined actions to the puzzle elements and / or predetermined objects. In game system 1, puzzle elements can be moved to any position in the game area in response to the player's operation, and when a puzzle element comes into contact with another puzzle element of the same type, a combined puzzle element is automatically formed by combining the puzzle element and the other puzzle element. Furthermore, when a puzzle element or a combined puzzle element comes into contact with a puzzle element of a different type, the puzzle element of the different type performs a predetermined action. A predetermined action is, for example, being repelled by the puzzle element or the combined puzzle element, and the repelled puzzle element of the different type moves within the game area in the direction it was repelled.
[0010] Furthermore, in game system 1, puzzle elements or combined puzzle elements may be removed from the game area when certain conditions are met. When a puzzle element or combined puzzle element is removed from the game area, game system 1 may perform a predetermined action on objects that are in contact with the puzzle element or combined puzzle element, or on nearby objects. Predetermined actions include, for example, the destruction, removal, or movement of objects.
[0011] Thus, in Game System 1, there is a degree of freedom of movement that allows puzzle elements to be moved to any position within the game area. Therefore, in Game System 1, even if multiple types of puzzle elements are randomly present within the game area, the player can move a selected puzzle element at will within the game area to form a combined puzzle element by attaching one or more puzzle elements with the same appearance to that puzzle element. Furthermore, this combined puzzle element can also be freely moved within the game area in response to the player's actions.
[0012] Furthermore, Game System 1 can cause a puzzle element or combined puzzle element moving within the game area to perform a predetermined action (for example, being repelled) if it comes into contact with a puzzle element or combined puzzle element of a different type than the puzzle element or the puzzle elements that make up the combined puzzle element. As a result, the puzzle element or combined puzzle element operated by the player can move by pushing aside different types of puzzle elements and objects present in the game area. Consequently, in Game System 1, the puzzle element or combined puzzle element operated by the player can also stir up other puzzle elements and / or objects in the game area, changing the position of those other puzzle elements and / or objects within the game area from their initial positions.
[0013] Therefore, in game system 1, by moving puzzle elements or combined puzzle elements within the game area, the combined puzzle elements can be shaped to the player's desired form, or the combined puzzle elements can be brought into contact with a predetermined object desired by the player, and when the combined puzzle elements are removed or otherwise removed, a predetermined effect can be applied to that predetermined object. As a result, in game system 1, puzzle elements and / or combined puzzle elements can be freely moved according to the player's intentions, enabling the execution of a fast-paced game.
[0014] Figure 1 shows an overview of the game system according to this embodiment. Specifically, in the example shown in Figure 1(a), the game is being executed on the information terminal 3, and the state at the start of game execution is displayed on the display unit 10 having a touch panel (for example, the display screen of the information terminal 3). Figure 1(b) shows an overview of an example during game execution.
[0015] First, as shown in Figure 1(a), the game system 1 places one or more puzzle elements of one or more types in the game area 100 of the display unit 10 of the information terminal 3 at the start of the game. For example, the game system 1 places multiple puzzle elements 5a, multiple puzzle elements 5b, multiple puzzle elements 5c, multiple puzzle elements 5d, multiple puzzle elements 5e, and multiple objects 7 in the game area 100. In the example in Figure 1(a), each puzzle element and object is placed in a certain degree of grouping, but the puzzle elements and objects may be placed randomly within the game area 100.
[0016] Note that the puzzle element is an element that can receive an operation from the player, and the object may be an element that cannot receive an operation from the player. Further, the puzzle element may be an element that represents a feature (e.g., face) of a predetermined character. Furthermore, the game system 1 may display, on the display unit 10, a move count counter 102 indicating the number of moves allowed for the player in one game (e.g., the number of selections of game elements allowed for the player in one game), a reach target 104 that is the target to be cleared by the player in the game (e.g., the type and / or number of objects to be erased and / or the score in one game), and / or the time during which the player can continue to select the puzzle element selected by the player (selectable time by the player) in the vicinity of the game area 100.
[0017] Next, when the player selects one puzzle element within the game area 100, the game system 1 controls the selected puzzle element to be movable to an arbitrary position within the game area 100 according to the player's operation. For example, as shown in FIG. 1(b), a case where the player selects one puzzle element 5a from a plurality of puzzle elements (e.g., selects by touching the display unit 10 with a finger) will be described. In this case, the game system 1 moves one puzzle element 5a within the game area 100 in response to the player sliding the finger on the display unit 10 while maintaining the touched state. The game system 1 can control the puzzle element to be movable in an arbitrary direction, such as up, down, left, right, or diagonally, within the game area 100.
[0018] Then, in the game system 1, when the player moves the one puzzle element 5a and the one puzzle element 5a contacts another puzzle element 5a (a puzzle element of the same type as the one puzzle element 5a), the one puzzle element 5a combines with the other puzzle element 5a to form a combined puzzle element 9. Each time another puzzle element 5a that has not formed a combined puzzle element 9 contacts the one puzzle element 5a, the game system 1 combines the contacted other puzzle element 5a with the one puzzle element 5a or, if a combined puzzle element 9 has already been formed, with the combined puzzle element 9. When the game system 1 combines one or more puzzle elements 5a with the one puzzle element 5a, as an example, it forms a chain-like combined puzzle element 9 and combines between the plurality of puzzle elements 5a with a connection area 8 (for example, a linear area). Note that the length and / or thickness of the connection area 8 may or may not be constant.
[0019] Then, the game system 1 enables the combined puzzle element 9 to be freely movable within the game area 100 in response to the player's operation on the one puzzle element 5a, that is, the puzzle element 5a at the head of the combined puzzle element 9. When a puzzle element of a type different from the type of the puzzle element 5a (such as a puzzle element 5b) and an object 7 contact the one puzzle element 5a and the combined puzzle element 9, the game system 1 controls so that the different types of puzzle elements and the object 7 are repelled (or pushed aside) by the one puzzle element 5a or the combined puzzle element 9. For example, as shown in FIG. 1(b), the game system 1 repels the object 7, the puzzle element 5c, the puzzle element 5d, etc. by the combined puzzle element 9, and controls so that the repelled object 7, the puzzle element 5c, etc. further collide with other objects 7, puzzle elements 5c, etc., and the collided objects 7, puzzle elements 5c are further repelled.
[0020] Here, the game system 1 can create a virtual game area that is connected to a part of the edge of the game area 100 and is not visible to the player. For example, in the example in Figure 1(b), a virtual game area can be created on the upper edge 100a side of the game area 100 when viewed from the front. The game system 1 can also control objects and puzzle elements that are flicked by a puzzle element 5a or combined puzzle element 9 being operated by the player, objects and puzzle elements that are further flicked by the flicked objects and puzzle elements, and / or puzzle elements 5a near the opposite end of the combined puzzle element 9 from the puzzle element 5a being operated by the player, so that they exist in the virtual game area based on the flicked state and the movement path of the combined puzzle element 9. In the example in Figure 1(b), the puzzle element 5ba that was flicked by the combined puzzle element 9 is also flicked into the virtual game area, and a part 9a of the end of the combined puzzle element 9 is also located in the virtual game area based on the player's operation. As a result, the game system 1 can have objects and puzzle elements exist in the virtual game area in addition to the game area 100, thereby expanding the range of enjoyment of the game.
[0021] Next, if the player stops interacting with a puzzle element 5a (for example, by stopping touch operations on a puzzle element 5a), or if a predetermined amount of time has elapsed since the player started interacting with a puzzle element 5a, the game system 1 removes the puzzle element 5a and the combined puzzle element 9 from the game area 100. As a result, the player is given a predetermined reward (such as points or items). Furthermore, when removing a puzzle element 5a and a combined puzzle element 9, the game system 1 applies a predetermined action to an object 7 that satisfies predetermined action conditions, such as being in contact with or near the puzzle element 5a, the combined puzzle element 9, and / or the combined area 8. The predetermined action may be, for example, an action that changes the size or state of the object 7, or an action that moves the object. As an example, if the predetermined action has been applied to the object 7 a predetermined number of times, the game system 1 may remove the object 7 from the game area 100. Game system 1 grants the player a predetermined reward based on the type and number of objects 7 that have been removed, their positions within the game area 100, etc.
[0022] Thus, in a game where the goal is to eliminate object 7 by applying a predetermined action to it a predetermined number of times, the game system 1 allows the player to freely select game elements and manipulate the selected game elements to move them freely within the game area 100, thereby forming a combined puzzle element 9. The player then moves the combined puzzle element 9 within the game area 100, pushing aside puzzle elements of a different type from the selected puzzle element, so as to make appropriate contact with object 7, and applies a predetermined action to object 7 by eliminating the combined puzzle element 9 at a predetermined timing. As a result, with game system 1, the player can enjoy the game at a good pace without compromising the strategic aspect of the game. Furthermore, with game system 1, the arrangement of multiple puzzle elements and objects within the game area 100 changes as the player moves the combined puzzle element 9, allowing the player to enjoy the randomness of the arrangement of puzzle elements and objects.
[0023] The information terminal 3 is an information terminal such as a mobile phone, smartphone, laptop computer, tablet PC, PC, portable game console, and / or home game console. The details of the game system 1 according to this embodiment will be described below, but it should be noted that the names and numerical values in the above and below descriptions are merely examples, and the present invention is not limited to these proper names and numerical values, and these proper names and numerical values are not necessarily related to actual proper names and numerical values.
[0024] <Details of Game System 1> Figure 2 shows an example of the functional configuration of the game system according to this embodiment. Figure 3 shows an example of the data configuration of each storage section in the storage unit of the game system according to this embodiment.
[0025] [Overview of Game System 1 Configuration] The game system 1 according to this embodiment is a game system capable of executing a game using puzzle elements within a game area 100. The game system 1 includes a display unit 10 that displays the game area 100, a display control unit 15 that controls the display of the display unit 10, an input unit 20 that receives instructions from the player, a storage unit 25 that stores various information used in the game, an element selection unit 30 that selects puzzle elements, a movement control unit 35 that controls the movement of puzzle elements, a contact determination unit 40 that determines whether or not a puzzle element is in contact with other puzzle elements, a coupling unit 45 that combines puzzle elements or skill elements, an action control unit 50 that controls the operation of other puzzle elements that have come into contact with a puzzle element or a coupled puzzle element, an erase control unit 55 that controls the erasure of puzzle elements and coupled puzzle elements from the game area 100, an action generation unit 60 that generates predetermined actions on objects, a replenishment unit 65 that replenishes puzzle elements in the game area 100, a skill element generation unit 70 that generates skill elements, a reward generation unit 75 that generates rewards for the player, and a progress control unit 80 that controls the progress of the game.
[0026] The storage unit 25 includes a puzzle element information storage unit 250 for storing information about puzzle elements, a skill element information storage unit 252 for storing information about skill elements, an object information storage unit 255 for storing information about objects, and a player information storage unit 260 for storing information about players.
[0027] The game system 1 may have the above-mentioned multiple components physically in the same device or location, or some of the above-mentioned multiple components may be installed in physically separate locations. In this case, each component may be connected by a communication network such as the Internet. For example, the game system 1 may have some of the functions of its components handled by an external server. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining an information terminal and the components of one server and the components of other servers. In this embodiment, a set of predetermined components can be understood as a single "information processing device," and the game system 1 may be formed as a set of multiple information processing devices. The method of distributing the multiple functions required to realize the game system 1 according to this embodiment to one or more hardware can be appropriately determined in consideration of the processing capacity of each hardware and / or the specifications required for the game system 1. Furthermore, the various types of information stored in the storage unit 25 may be updated by user instructions and information received via the input unit 20, or may be updated as needed by obtaining predetermined information from a predetermined server located outside the game system 1.
[0028] [Details of Game System 1 Configuration] In the following explanation, we will primarily describe the case where the game provided by game system 1 is played by the player using an information terminal 3 (for example, a smartphone). The information terminal 3 is configured to have at least a display unit 10 and an input unit 20.
[0029] (Display unit 10, display control unit 15) The display unit 10 is controlled by the display control unit 15 and displays the game area 100 in which the game is executed, one or more puzzle elements of one or more types, one or more objects, one or more skill elements, and / or other various game-related information placed in the game area 100. The display unit 10 outputs various processing results and information stored in the storage unit 25 in a way that is perceptible to the player. Specifically, the display control unit 15 causes the display unit 10 to display various processing results in each component and information stored in the storage unit 25 as data, still images, moving images, and / or text in a predetermined format. The display unit 10 may also display information received from an external server.
[0030] In this embodiment, the shape of the game area 100 is given as an example, but the shape of the game area 100 is not limited to a rectangle. It can be a circle, an ellipse, a trapezoid, a star, a rectangle connected to a predetermined shape of a different size (for example, a trapezoid or rectangle), a shape with some convex or concave parts, and various other shapes. The display control unit 15 is within the display area of the display unit 10, and as long as the majority (at least half) of the area of the puzzle elements is located within the game area 100, it may display some of the puzzle elements outside the game area 100. This can emphasize the dynamism of the movement of the puzzle elements.
[0031] (Input unit 20, input surface 200, input control unit 210) The input unit 20 receives input such as predetermined instructions or operations from the player. The input unit 20 supplies the instructions to predetermined components of the game system 1. Each component that receives the instructions performs a predetermined function. For example, the input unit 20 may be a touch panel, tablet, mouse, motion sensor, etc. In this embodiment, an example is described in which the input unit 20 is a touch panel provided by the information terminal 3. The touch panel may be capable of multi-touch detection. Specifically, the touch panel as the input unit 20 has an input surface 200 into which operations from the player are input, and an input control unit 210 that acquires information about the operations input to the input surface 200. The touch panel is placed on top of the display unit 10, and the surface of the touch panel corresponds to the input surface 200.
[0032] The input surface 200 detects a position specified by the player's operation on the input surface 200 (e.g., touch operation, tap operation, slide operation, etc.). The input surface 200 supplies the detected information, i.e., position information indicating the detected position, to the input control unit 210. The input control unit 210 acquires the position information from the input surface 200 and supplies it to the element selection unit 30 and the movement control unit 35.
[0033] (Storage unit 25) The storage unit 25 stores various types of information related to the game system 1. Each storage compartment of the storage unit 25 supplies predetermined information to a predetermined component in response to a request from another component of the game system 1.
[0034] (Storage unit 25: Puzzle element information storage unit 250) The puzzle element information storage unit 250 stores information about puzzle elements used in the game. Puzzle elements are elements that the player can manipulate. Specifically, the puzzle element information storage unit 250 stores puzzle element information associated with a puzzle element ID that identifies the puzzle element. Puzzle element information includes, for example, the type of puzzle element, the name of the puzzle element (for example, the character name such as Eevee or Charmander), the time the player can select it, and / or an image of the puzzle element.
[0035] (Storage unit 25: Skill element information storage unit 252) The skill element information storage unit 252 stores information about skill elements that have skills that generate predetermined effects in a predetermined area of the game area 100 in response to player instructions. Skill elements are elements that are generated in the game area 100 by the skill element generation unit 70 when predetermined conditions are met. The effect of a skill element can be generated in a predetermined area, such as an area including a predetermined distance from the skill element, or an area including a predetermined distance in a predetermined direction from the skill element. The effect may be, for example, an effect that erases, deforms, damages, or moves puzzle elements and / or objects contained within the area where the effect occurs.
[0036] Specifically, the skill element information storage unit 252 stores skill element information associated with a skill element ID that identifies the skill element. The skill element information includes, for example, the effect of the skill element, the direction and range in which the effect is applied, the conditions for the skill element to occur, and / or an image of the skill element.
[0037] (Storage unit 25: Object information storage unit 255) The object information storage unit 255 stores information about objects used in the game. An object is an element that cannot be manipulated by the player and may disappear when certain conditions are met. Specifically, the object information storage unit 255 stores object information associated with an object ID that identifies the object. Object information includes, for example, the type of object, the name of the object, an image of the object, and / or the conditions for the object's disappearance.
[0038] (Storage unit 25: Player information storage unit 260) The player information storage unit 260 stores information about the player playing the game. Specifically, the player information storage unit 260 stores player information associated with a player ID that identifies the player. The player information includes, for example, the player's name, the characters the player has acquired, and the rewards the player has received (including points, benefits, scores, etc., earned by playing the game).
[0039] (Element selection unit 30) The element selection unit 30 selects a puzzle element desired by the player (hereinafter referred to as the "first puzzle element") from one or more puzzle elements of one or more types within the game area 100, in response to the player's operation received by the input unit 20 (i.e., the player's input operation to the input surface 200, such as a touch operation). Specifically, the element selection unit 30 compares the positions of the puzzle elements placed within the game area 100 with the position information received from the input control unit 210, and selects the puzzle element located at the position indicated by the position information as the first puzzle element.
[0040] The element selection unit 30 selects a first puzzle element while the input unit 20 is receiving player input, or while the input unit 20 is receiving input and the erase control unit 55 (described later) erases the first puzzle element. Specifically, the element selection unit 30 selects a puzzle element located at the position selected by the player via touch operation from among the multiple puzzle elements displayed in the game area 100 as the first puzzle element. When the element selection unit 30 selects a first puzzle element, it refers to the puzzle element information storage unit 250 and obtains information indicating the type of the first puzzle element. The element selection unit 30 supplies the position information of the selected first puzzle element to the movement control unit 35. The element selection unit 30 also supplies information indicating the type of the first puzzle element (type information) to the contact determination unit 40. Furthermore, the element selection unit 30 supplies information indicating the time when the first puzzle element was selected, and information indicating whether or not the first puzzle element is selected, to the erase control unit 55. Unless otherwise specified, skill elements can be handled in the same way as puzzle elements.
[0041] (Movement control unit 35) The movement control unit 35 moves the first puzzle element selected by the element selection unit 30 within the game area 100 in response to the player's operation. That is, the movement control unit 35 moves the first puzzle element within the game area 100 in response to the detection result of the player's operation (for example, the player's finger movements) by the input unit 20. The movement control unit 35 freely moves the first puzzle element within the game area 100 in response to the player's operation while the player has selected the first puzzle element, or while the player has selected the first puzzle element and the erase control unit 55 (described later) erases the first puzzle element. Specifically, the movement control unit 35 obtains position information indicating the position of the first puzzle element within the game area 100 from the input unit 20. Then, the display control unit 15 displays the status of the first puzzle element moving within the game area 100 on the display unit 10 based on the position information of the first puzzle element received from the movement control unit 35.
[0042] Furthermore, in this embodiment, unlike, for example, a matrix-shaped game area, puzzle elements can be placed at any position within the game area 100 (i.e., they can be moved to any position). In other words, puzzle elements can exist at any position within the game area 100 in response to player operations (however, if there is an area within the game area 100 where the movement of puzzle elements is prohibited, then the puzzle elements can exist at any position excluding that area). The movement control unit 35 supplies the position information of the first puzzle element within the game area 100 to the contact determination unit 40.
[0043] (Contact determination unit 40) The contact detection unit 40 determines whether the first puzzle element being manipulated by the player is in contact with other puzzle elements, and whether the first puzzle element is in contact with an object. The contact detection unit 40 also determines, by referring to the puzzle element information storage unit 250, whether the type of the first puzzle element indicated by the type information received from the element selection unit 30 is the same as the type of other puzzle elements that have come into contact with the first puzzle element being manipulated by the player. Note that puzzle elements being of the same type (same species) may mean that the appearance (i.e., appearance design (look)) of the puzzle elements is the same. Also, "contact" between puzzle elements includes states where they "collide" or "bump into" each other. The contact detection unit 40 can use conventionally known contact detection (collision detection) algorithms to determine contact (collision) between puzzle elements. The contact detection unit 40 supplies information indicating the determination result to the coupling unit 45, the operation control unit 50, and the action generation unit 60.
[0044] (Connection part 45) The coupling unit 45 combines the first puzzle element (i.e., the first puzzle element that is moving within the game area 100 in response to the player's operation) selected by the element selection unit 30 with other puzzle elements (puzzle elements of the same type as the first puzzle element, and / or puzzle elements of a different type) when they come into contact with the first puzzle element selected by the element selection unit 30 under predetermined conditions. For example, if a puzzle element of the same type as the first puzzle element comes into contact with the first puzzle element selected by the element selection unit 30, the coupling unit 45 combines the first puzzle element with the other puzzle element, generating a combined puzzle element composed of the first puzzle element and the other puzzle element. In other words, if the contact determination result of the contact determination unit 40 indicates that the type of other puzzle element that came into contact with the first puzzle element is the same type as the first puzzle element, the coupling unit 45 combines the other puzzle element with the first puzzle element, generating a combined puzzle element.
[0045] Then, when the first puzzle element constituting the combined puzzle element (i.e., the leading first puzzle element) comes into contact with another puzzle element of the same type, the connecting unit 45 connects the said puzzle element to the combined puzzle element, generating a new combined puzzle element. That is, when multiple puzzle elements of the same type come into contact with the first puzzle element, or when multiple puzzle elements of the same type come into contact with the first puzzle element sequentially, the connecting unit 45 generates a combined puzzle element in which multiple puzzle elements of the same type are connected to the first puzzle element in a chain-like manner. In this case, the connecting unit 45 can connect multiple puzzle elements constituting the combined puzzle element (however, the leading puzzle element is the first puzzle element being manipulated by the player) using connecting regions. Here, the shape of the connecting region can be various shapes. For example, the connecting region may be a thin line, a wide line, a dotted line, a shape made up of multiple rectangles connected together, a shape made up of multiple circles or ellipses connected together, or a band shape in which the width changes continuously or irregularly between one puzzle element and other puzzle elements adjacent to that puzzle element. Here, we will explain using the example of a bonding region where the bonding line has variable length and / or variable thickness (width).
[0046] In this case, the movement control unit 35 moves the combined puzzle element within the game area 100 with the first puzzle element in the lead position, in response to the player's operation on the first puzzle element (the first puzzle element selected by the player). The movement control unit 35 moves one or more subsequent puzzle elements, excluding the lead one, following the movement of the leading first puzzle element. In this case, the connecting unit 45 may vary the distance between the multiple puzzle elements constituting the combined puzzle element, and change the length and / or width of the connecting line connecting the multiple puzzle elements, according to the movement speed of the leading first puzzle element (the first puzzle element being operated by the player). For example, the faster the movement speed, the longer and / or narrower the connecting line may be, and the slower the movement speed, the shorter and / or wider the connecting line may be. Also, if there are multiple connecting lines, the length and / or width of each connecting line may be the same or different. However, it is preferable that the length of the connecting line is determined to be a maximum length, and it is also preferable that the width of the connecting line is determined to be a maximum width. The display control unit 15 then displays the combined puzzle elements on the display unit 10 based on the processing results of the element selection unit 30, the movement control unit 35, and the joining unit 45. This allows the player to feel that the combined puzzle elements are moving with a sense of dynamism.
[0047] Here, when the connecting unit 45 further connects a puzzle element to a combined puzzle element, there are no particular limitations on the connection position of the newly connected puzzle element (new puzzle element). For example, the new puzzle element may be inserted and connected between the first puzzle element that constitutes the combined puzzle element and the puzzle element connected next to the first puzzle element. For example, suppose a combined puzzle element is composed of two puzzle elements: the first puzzle element ("puzzle element A") and a puzzle element connected to the first puzzle element ("puzzle element B"). In this case, suppose a puzzle element of the same type as the first puzzle element ("puzzle element C") comes into contact with the first puzzle element. In this case, the connecting unit 45 incorporates puzzle element C between puzzle element A and puzzle element B, generating a combined puzzle element with the configuration "puzzle element A - puzzle element C - puzzle element B". The "-" indicates a connection line.
[0048] Furthermore, when the coupling unit 45 combines a new puzzle element with a combined puzzle element, the display control unit 15 may enlarge the display of the new puzzle element being combined by a predetermined magnification for a predetermined time. For example, in the above example, when the coupling unit 45 incorporates puzzle element C between puzzle element A and puzzle element B, the display control unit 15 enlarges the display of puzzle element C on the display unit 10 by a predetermined magnification for a predetermined time. This allows a puzzle element of the same type as the first puzzle element that has come into contact with the first puzzle element being manipulated by the player to be combined as if being pulled into the first puzzle element, giving the player the feeling that the combination is being performed.
[0049] The contact detection unit 40 also determines whether the connecting puzzle element being manipulated by the player (by manipulating the leading first puzzle element, the connecting puzzle element is also manipulated) is in contact with other puzzle elements and / or objects. The connecting unit 45 then determines whether or not to connect other puzzle elements to the connecting puzzle element based on the contact detection unit 40's contact detection (collision detection) of the leading first puzzle element of the connecting puzzle element. The range in which contact is judged to have occurred in this contact detection (i.e., the distance from the outer edge of the first puzzle element) may be the same regardless of the type of puzzle element from the viewpoint of making gameplay easier, but may differ depending on the type of puzzle element from the viewpoint of improving strategic depth.
[0050] Furthermore, in the above example, the joining unit 45 generates a combined puzzle element by joining the first puzzle element selected by the element selection unit 30 with a puzzle element of the same type as the first puzzle element. However, the joining unit 45 may generate a combined puzzle element of a different form depending on predetermined conditions. For example, consider the case where there is a first puzzle element (puzzle element α) and a puzzle element β of a different type from puzzle element α. In this case, the predetermined conditions may be conditions for generating a combined puzzle element with a predetermined regularity in its arrangement. The conditions in question may include, for example, a condition for generating a combined puzzle element in which puzzle elements α and β are arranged alternately (i.e., combined as αβαβαβαβαβαβ...), a condition for generating a combined puzzle element in which a predetermined number of identical puzzle elements are arranged consecutively in a block (i.e., combined as ααααααββββββαααααααβββββ...), and / or a condition for generating a combined puzzle element in which a puzzle element corresponding to the main chain has different types of puzzle elements as branches (i.e., combined as αααα(-ββββ)αααα(-ββββ)αααα..., where one or more side chains (branches) consisting of β are attached at various points to a chain-like main chain (trunk) consisting of multiple α).
[0051] (Operation control unit 50) When a puzzle element of a different type from the first puzzle element (hereinafter referred to as the "second puzzle element") and / or an object comes into contact with the first puzzle element or combined puzzle element moving within the game area 100, the operation control unit 50 causes the second puzzle element and / or object to perform a predetermined action without combining the first puzzle element and the second puzzle element. The predetermined action is, for example, the action of the second puzzle element and / or object colliding with the first puzzle element or combined puzzle element and being repelled. In this case, the display control unit 15 displays the second puzzle element and / or object performing the predetermined action determined by the operation control unit 50 on the display unit 10. Furthermore, if a puzzle element that does not constitute a combined puzzle element, the second puzzle element, and / or object come into contact with the first puzzle element or combined puzzle element and are repelled, and the direction in which they are repelled is towards the virtual game area, the operation control unit 50 may move the puzzle element that does not constitute a combined puzzle element, the second puzzle element, and / or object from their respective positions toward the virtual game area.
[0052] (Erasure control unit 55) The erase control unit 55 erases the first puzzle element or combined puzzle element from the game area 100 at the position where it was located in the game area 100 at the time the condition was met, if the player's operation on the first puzzle element selected by the element selection unit 30 ceases, or if a predetermined time has elapsed since the element selection unit 30 selected the first puzzle element, even if the player's operation is still ongoing. Here, the "predetermined time" may be set to a different time depending on the type of puzzle element. In this case, the erase control unit 55 may use the time the player can select, which is stored in the puzzle element information storage unit 250, as the predetermined time. The display control unit 15 may then start counting down the predetermined time from the time the element selection unit 30 selected the first puzzle element, and display the remaining time and / or elapsed time in or near the game area 100 for the player to see.
[0053] Furthermore, the display control unit 15 may change the display form of the combined area (e.g., color, shape, etc.) according to the number of puzzle elements that make up the combined puzzle element. For example, the display control unit 15 changes the color of the combined area each time the number of puzzle elements that make up the combined puzzle element increases by a predetermined number. As an example, the display control unit 15 may make the color of the combined area transparent when there are 1 to 9 puzzle elements that make up the combined puzzle element, blue when there are 10 to 19, red when there are 20 to 29, and so on, changing the color of the combined area according to the number of puzzle elements that make up the combined puzzle element. This allows the user to understand the number of puzzle elements that make up the combined puzzle element without referring to the margins of the game area during gameplay, so they can easily understand, for example, how much reward (points, etc.) can be obtained by eliminating the combined puzzle element. Furthermore, the display control unit 15 may change the display form of the combined area according to the remaining time from the time the element selection unit 30 selects the first puzzle element until a predetermined time has elapsed. Specifically, the display control unit 15 may change the color of the combined area according to the remaining time, and may also make the display of the combined area blink or change the blinking speed. For example, when a combined area is formed, the display control unit 15 blinks the display of the combined area at a predetermined blinking speed. The display control unit 15 then changes the blinking speed in accordance with the decrease in remaining time. As an example, the display control unit 15 can increase or decrease the blinking speed. Furthermore, from the viewpoint of emphasizing to the user that there is little time left, the display control unit 15 may increase the blinking speed in accordance with the decrease in remaining time.
[0054] Furthermore, the display control unit 15 erases the first puzzle elements and / or combined puzzle elements erased by the erase control unit 55 from the display unit 10. In addition, the display control unit 15 may, in the erasure process, add display effects such as explosions to the area where the first puzzle elements and / or combined puzzle elements that erase the effects are located, and / or to the area surrounding that area. The erase control unit 55 supplies information indicating the type and / or number of erased first puzzle elements, or the type and / or number of puzzle elements constituting the combined puzzle elements, to the replenishment unit 65 and the reward generation unit 75.
[0055] (Action generation part 60) When the erase control unit 55 erases a first puzzle element or a combined puzzle element, the action generation unit 60 generates a predetermined action on an object that is in contact with or near at least one of the first puzzle element, the combined puzzle element, or the combined area. In this case, the display control unit 15 displays the state of the object on the display unit 10 during and / or after the predetermined action generated by the action generation unit 60 is applied to the object. Examples of predetermined actions include actions that destroy, deform, erase, change the color of, or move an object. When the action generation unit 60 erases an object, it supplies information indicating the type and / or number of erased objects to the replenishment unit 65.
[0056] For example, the action generation unit 60 refers to the object disappearance conditions stored in the object information storage unit 255, and when the erase control unit 55 erases a first puzzle element or a combined puzzle element, it erases objects that are in contact with or near the first puzzle element, combined puzzle element, or combined area, and that satisfy the disappearance conditions, from the game area 100. One example of an disappearance condition is a condition that causes an object to disappear if it encounters the erasure of the first puzzle element, combined puzzle element, or combined area a predetermined number of times. Until the predetermined number of times specified in the disappearance conditions is reached, the action generation unit 60 may generate specific actions, such as reducing the size of an object or damaging an object, depending on the number of times it has encountered the erasure of the first puzzle element or combined puzzle element.
[0057] Furthermore, when the player moves the first puzzle element at the beginning of the combined puzzle element within the game area 100, the movement control unit 35 moves the combined puzzle element in response to that movement. As the combined puzzle element is made up of multiple puzzle elements linked together in a chain, the combined puzzle element moves in accordance with the movement of the first puzzle element. Moreover, the puzzle elements can be moved to any position within the game area 100. Therefore, within the game area 100, the combined puzzle element can be arranged not only in a linear chain shape, but also in shapes with arcs in part, meandering shapes, or even spiral shapes, depending on the player's operation. Consequently, multiple parts of the combined puzzle element can come into contact with a single object.
[0058] In this case, since the object is in contact with or near multiple locations of the combined puzzle element to be erased by the erase control unit 55, the action generating unit 60 may increase the effect of a predetermined action according to the number of contact locations and / or the number of locations where it is determined that objects are nearby (hereinafter simply referred to as "number of contacts"). For example, if one object is in contact with multiple locations of the combined puzzle element, the action generating unit 60 increases the effect of the action generated on the one object by the number of contacts. For example, if the condition for the disappearance of one object is to encounter the erasure of the combined puzzle element twice, and the combined puzzle element is erased while the one object is in contact with two locations of the combined puzzle element, the action generating unit 60 can make the one object disappear with just one encounter with erasure, whereas originally the one object would not disappear unless it encountered the erasure of the combined puzzle element twice.
[0059] (Supplementary part 65) The replenishment unit 65 replenishes the game area 100 with one or more puzzle elements of one or more types, in a number corresponding to the number of first puzzle elements erased by the erase control unit 55 (if no combined puzzle elements have been generated, the number of first puzzle elements is one), or the total number of first puzzle elements and puzzle elements of the same type as the first puzzle elements that constitute the combined puzzle elements. The replenishment unit 65 may also replenish the game area 100 with one or more puzzle elements of at least one type, in a number corresponding to the sum of the total number of first puzzle elements erased by the erase control unit 55, or the total number of first puzzle elements and puzzle elements of the same type as the first puzzle elements that constitute the combined puzzle elements, and the total number of objects erased by the action generation unit 60. In this case, the display control unit 15 displays the one or more puzzle elements replenished by the replenishment unit 65 in the game area 100 of the display unit 10. Furthermore, when the replenishment unit 65 replenishes multiple puzzle elements, the types of puzzle elements to be replenished may be determined randomly. In other words, in this embodiment, at the start of the game, one or more puzzle elements of a predetermined number of types (for example, x or more types, where x is a number of 1 or more) are placed within the game area 100. The replenishment unit 65 can, for example, randomly determine the type of puzzle element from among these x types. Furthermore, when the replenishment unit 65 replenishes puzzle elements, the display control unit 15 may replenish the puzzle elements from a virtual game area connected to the game area 100 toward the game area 100.
[0060] (Skill element generation unit 70) The skill element generation unit 70 refers to the skill element generation conditions stored in the skill element information storage unit 252 and generates a skill element having a skill that generates a predetermined effect in a predetermined area of the game area 100. The skill element generation conditions can be determined as appropriate, for example, a condition that the number of puzzle elements constituting a combined puzzle element is greater than or equal to a predetermined number, or a condition that the type of puzzle elements constituting a combined puzzle element is a predetermined type. The skill element generation unit 70 may, for example, generate a skill element in a part of the area where a combined puzzle element erased by the erase control unit 55 existed, or it may supply a skill element from the virtual game area to the game area 100 when the skill element generation conditions are met. In this case, the display control unit 15 displays the skill element generated or supplied to the game area 100 by the skill element generation unit 70 in the game area 100 of the display unit 10.
[0061] Furthermore, when the skill element generation unit 70 generates a skill element, the element selection unit 30 can make the skill element selectable in response to the player's operation. The movement control unit 35 then controls the skill element selected by the element selection unit 30 in response to the player's operation so that it can be moved to any position within the game area 100 in response to the player's operation. In this case, the movement control unit 35 may change the orientation of the skill element in response to the player's operation. This allows the area in which the predetermined effect of the skill element occurs to be changed according to the player's intention.
[0062] Then, the skill element selected by the element selection unit 30 in response to the player's operation is controlled by the movement control unit 35 to be movable to any position within the game area 100. The erase control unit 55 erases the skill element from the game area 100 at the position where the skill element was located when the player stopped operating on the skill element selected by the element selection unit 30, or when at least one of the following conditions is met: the player's operation on the skill element has continued, or a predetermined time has elapsed since the element selection unit 30 selected the skill element. In response to the erasure of the skill element, the action generation unit 60 generates a predetermined action defined for the skill element on puzzle elements and / or objects in a predetermined area around the skill element, or in the direction the skill element is facing, if the skill element has a direction in which it generates an effect. The predetermined action may be, for example, deformation, destruction, erasure, or movement of puzzle elements or objects. In this case, the erase control unit 55 supplies information indicating the number of skill elements erased to the replenishment unit 65, and the action generation unit 60 also supplies information indicating the number of puzzle elements and / or objects erased to the reward generation unit 75.
[0063] Furthermore, when the movement control unit 35 is moving one skill element within the game area 100, if another skill element of the same type as that one skill element comes into contact with that one skill element, the coupling unit 45 can also form a combined skill element by combining the other skill element with the one skill element. In this case, when a puzzle element, object, or skill element (hereinafter referred to as "other element") different from the skill element or the skill element constituting the combined skill element comes into contact with the skill element or combined skill element moving within the game area 100, the operation control unit 50 causes the other element to perform a predetermined action. For example, the predetermined action is an action in which the other element collides with the skill element or combined skill element and is repelled. The display control unit 15 displays the other element that has performed the predetermined action determined by the operation control unit 50 on the display unit 10. In addition, in response to the deletion of the combined skill element, the action generation unit 60 may change the effect of the predetermined action that would be present in the case of the skill element constituting the combined skill element alone. For example, the effect generation unit 60 may change a predetermined effect to one that is advantageous to the player, such as by expanding the range of a predetermined effect that occurs when a combined skill element is removed compared to a predetermined effect that occurs when one skill element is removed, or by increasing the effect on puzzle elements and objects.
[0064] (Reward generation section 75) The reward generation unit 75 generates reward information to be given to the player based on the type and / or number of objects that were erased by the combined puzzle elements and / or skill elements erased by the erase control unit 55, and / or by predetermined actions that the action generation unit 60 has performed on the objects. The reward generation unit 75 stores the generated reward information in the player information storage unit 260. The display control unit 15 may also display the reward information generated by the reward generation unit 75 in a predetermined area of the display unit 10.
[0065] (Progress Control Unit 80) The progress control unit 80 controls the progress of the game. For example, the progress control unit 80 can determine the game's clear conditions and the number of moves the player can perform at the start of the game. The progress control unit 80 can end the game when the clear conditions are met or when the set number of moves is exhausted due to predetermined actions by the player. Furthermore, even when the number of moves is exhausted, the progress control unit 80 may add or restore moves by using predetermined items according to the player's selection.
[0066] Furthermore, when the progress control unit 80 starts the game, the skill element generation unit 70 may, in response to the player's instructions, select a skill element to be generated during game execution, and generate that skill element in the game area 100 if the skill element generation conditions are met. Alternatively, for example, at the start of the game by the progress control unit 80 (or immediately after the game starts), one or more puzzle elements of one or more types are placed in the game area 100. The element selection unit 30 selects one puzzle element from the placed puzzle elements in response to the player's instructions received via the input unit 10. The skill element generation unit 70 can then select a skill element to be generated during game execution according to the type of puzzle element selected. In this case, the skill element information storage unit 252 further associates a predetermined type of puzzle element with the skill element ID and stores it. This allows the player to generate a skill element corresponding to the puzzle element they selected during the game, thereby improving the strategic depth of the game and the anticipation of skill element generation.
[0067] [Example of how the puzzle elements in game system 1 work] Figure 4 shows an overview of an example of the operation of puzzle elements in the game system according to this embodiment. Specifically, Figure 4(a) shows an example of the display of the display unit 10 at the start of the game, and Figures 4(b) and 4(c) show examples of the display of the display unit 10 during the game, respectively. In the example in Figure 4, multiple puzzle elements of multiple types are placed in the game area 100, and an example without objects is shown, and the player's fingers are not shown.
[0068] First, as shown in Figure 4(a), at the start of the game, the display control unit 15 displays the game area 100 in a predetermined area of the display unit 10 of the information terminal 3. Then, the display control unit 15 arranges multiple puzzle elements of multiple types within the game area 100 and displays them on the display unit 10. For example, the display control unit 15 randomly arranges multiple puzzle elements 5f, multiple puzzle elements 5g, multiple puzzle elements 5h, multiple puzzle elements 5i, and multiple puzzle elements 5j in the game area 100 and displays them on the display unit 10.
[0069] Next, the element selection unit 30 selects one puzzle element from multiple puzzle elements in response to the player's operation. In the example shown in Figure 4(b), the element selection unit 30 selects one puzzle element 5h in response to the player's operation. Then, the movement control unit 35 moves the puzzle element 5h freely within the game area 100 in response to the player's operation. In other words, the puzzle element 5h can move freely in any direction within the game area 100, such as up, down, left, right, and diagonally, and moves in accordance with the player's operation (for example, finger operation), even if the operation draws an arc or spiral on the display unit 10.
[0070] The contact detection unit 40 determines whether a puzzle element that comes into contact with the puzzle element 5h being manipulated by the player is of the same type as puzzle element 5h. The coupling unit 45, if the puzzle element that comes into contact with the puzzle element 5h being manipulated by the player is another puzzle element 5h of the same type, couples that other puzzle element 5h with the puzzle element 5h being manipulated by the player. The coupling unit 45 repeats the couplening process each time another puzzle element 5h of the same type comes into contact with the puzzle element 5h being manipulated by the player. As a result, a coupled puzzle element 9 consisting of multiple puzzle elements 5h is generated, as shown in Figure 4(b).
[0071] The connecting section 45 connects multiple puzzle elements 5h with connecting regions 8. The connecting section 45 can change the shape (e.g., length, width, etc.) of the connecting region 8 in response to the movement control of the connected puzzle elements 9 by the movement control unit 35. For example, if the connecting region 8 is linear, the connecting section 45 can increase the length of the connecting region 8 in accordance with the speed at which the player moves the leading puzzle element 5h of the connected puzzle elements 9. Also, if the connected puzzle elements 9 are composed of multiple puzzle elements 5h, the connecting section 45 may make the length of the connecting region 8 at positions further away from the leading puzzle element 5h shorter than the length of the connecting region 8 connected to the leading puzzle element 5h.
[0072] On the other hand, if the contact detection unit 40 determines that a puzzle element that has come into contact with puzzle element 5h and the combined puzzle element 9 is of a different type than puzzle element 5h, the operation control unit 50 causes the different type of puzzle element to perform a predetermined action, for example, an action to be flicked away by puzzle element 5h. For example, as shown in Figure 4(b), let's consider the case where one puzzle element 5j and one puzzle element 5g successively come into contact with the leading puzzle element 5h of the combined puzzle element 9. In this case, the operation control unit 50 causes each of the one puzzle element 5j and one puzzle element 5g to perform an action to be flicked away in a predetermined direction in the game area 100 (upwards in the example of Figure 4(b)). The flicked-away puzzle elements 5j and 5g each move upwards in the game area 100. Furthermore, if a virtual game area is provided within the game area 100, the operation control unit 50 may, for example, cause the puzzle element, like the puzzle element 5j in Figure 4(b), to be launched into the virtual game area and then fall back into the game area 100.
[0073] Then, the erase control unit 55 erases the combined puzzle element 9 as shown in Figure 4(c) when the player stops interacting with the leading puzzle element 5h of the combined puzzle element 9 selected by the element selection unit 30 (for example, when the player stops touching the puzzle element 5h), or when a predetermined time has elapsed since the element selection unit 30 selected the leading puzzle element 5h. The erase control unit 55 can also add display effects such as light emission or explosion around the puzzle element to be erased and the combined puzzle element.
[0074] Furthermore, the reward generation unit 75 gives the player a reward such as points according to the number of puzzle elements 5h that make up the removed combined puzzle element 9. Also, after the combined puzzle element 9 disappears, a space 106 is formed in the area of the game area 100 where the combined puzzle element 9 was located. After the space 106 is formed, the puzzle elements that are above the space 106 move (fall) towards the space 106. Furthermore, since the combined puzzle element 9 has been removed, the replenishment unit 65 replenishes the game area 100 with the same number of puzzle elements as the number of puzzle elements 5h that made up the combined puzzle element 9. The type of puzzle elements to be replenished by the replenishment unit 65 may be a predetermined type selected from puzzle elements 5f, 5g, 5h, 5i, and 5j, or it may be a type randomly determined from puzzle elements 5f, 5g, 5h, 5i, and 5j.
[0075] [Example of Game System 1's effect on objects] Figures 5 and 6 show an overview of an example of the operation on objects in the game system according to this embodiment. Specifically, Figure 5(a) shows an example of the display of the display unit 10 at the start of the game, and Figures 5(b), 5(c), and 6 each show an example of the display of the display unit 10 during the game. In the example of Figure 5, multiple puzzle elements of multiple types and objects are placed in the game area 100. Furthermore, the example of Figure 5 is substantially the same as the example of Figure 4 except that objects are present in the game area 100, so a detailed explanation will be omitted except for the differences.
[0076] First, as shown in Figure 5(a), the display control unit 15 arranges multiple puzzle elements 5k, multiple puzzle elements 5l, multiple puzzle elements 5m, multiple puzzle elements 5n, and multiple objects 7 in the game area 100 and displays them on the display unit 10. In the example in Figure 5(a), four objects 7 are placed near the center of the game area 100, and multiple puzzle elements are arranged around the objects 7. Next, the element selection unit 30 selects one puzzle element from the multiple puzzle elements in response to the player's operation. In the example in Figure 5(b), the element selection unit 30 selects one puzzle element 5k in response to the player's operation. Then, the movement control unit 35 moves the selected puzzle element 5k freely within the game area 100 in response to the player's operation. However, the movement control unit 35 may prohibit movement to a position where an object 7 is present, that is, movement of the puzzle element to a position that overlaps with an object 7.
[0077] Then, if the contact detection unit 40 determines that a puzzle element that comes into contact with a puzzle element 5k is of the same type as the puzzle element 5k, the coupling unit 45 combines the other puzzle element 5k of the same type with the puzzle element 5k being manipulated by the player. The coupling unit 45 repeats the coupling process each time another puzzle element 5k of the same type comes into contact with the puzzle element 5k being manipulated by the player. As a result, a combined puzzle element 9 consisting of multiple puzzle elements 5k is generated, as shown in Figure 5(b). Subsequently, the movement control unit 35 moves the combined puzzle element 9 within the game area 100 in response to the player's operation. In the example in Figure 5(b), the movement control unit 35 controls the combined puzzle element 9 to be roughly circular in shape so as to surround multiple objects 7 located near the center of the game area 100, in response to the player's operation. In Figure 5(b), at least a portion of the combined puzzle element 9 is in contact with each of the four objects 7.
[0078] If the player stops interacting with the combined puzzle element 9 in this state (i.e., if there is no further touch operation on the leading puzzle element 5k of the combined puzzle element 9 selected by the element selection unit 30 in response to the player's operation), or if a predetermined time has elapsed since the element selection unit 30 selected the leading puzzle element 5k, the erase control unit 55 erases the combined puzzle element 9 as shown in Figure 5(c). Then, a space 106 is formed in the area of the game area 100 where the combined puzzle element 9 was located, and puzzle elements located above the space 106 (for example, puzzle element 5n and puzzle element 5l, etc.) move (fall) towards the space 106.
[0079] Furthermore, the action generating unit 60 generates a predetermined action on the object 7 that was in contact with the connecting puzzle element 9. For example, as shown in Figure 5(c), the action generating unit 60 generates an action that causes the object 7 to crack, and the display control unit 15 displays the cracked object 7a in the game area 100. For example, if the object 7 is set to be erased if it encounters the erasure of the connecting puzzle element 9 that it is in contact with twice, the action generating unit 60 will generate an action that causes the object 7 to crack as described above when the object 7 encounters the erasure of the connecting puzzle element 9 for the first time, and then erase the object 7 when the object 7 encounters the erasure of the connecting puzzle element 9 for the second time.
[0080] Next, the replenishment unit 65 replenishes the game area 100 with one or more puzzle elements of one or more types, in a number corresponding to the number of puzzle elements 5k that constitute the combined puzzle element 9 erased by the erase control unit 55. The replenishment unit 65 selects the type of puzzle element to replenish from puzzle element 5k, puzzle element 5l, puzzle element 5m, and puzzle element 5n. For example, as shown in Figure 6, the replenishment unit 65 replenishes multiple puzzle elements (for example, puzzle element 5ka, puzzle element 5na, puzzle element 5la, etc., where puzzle element 5ka is the same as puzzle element 5k, puzzle element 5na is the same as puzzle element 5n, and puzzle element 5la is the same as puzzle element 5l) from above the game area 100 or from a virtual game area located above the game area 100 toward the game area 100. Furthermore, when the erase control unit 55 erases an object 7, the replenishment unit 65 adds the number of erased objects 7 to the number of puzzle elements that make up the combined puzzle element 9 erased by the erase control unit 55, and replenishes the number of puzzle elements of one or more types corresponding to the added number. In addition, the reward generation unit 75 gives the player a reward such as points according to the number of puzzle elements 5k that make up the erased combined puzzle element 9.
[0081] [Processing flow of Game System 1] Figure 7 shows an example of the processing flow in the game system according to this embodiment.
[0082] First, the progress control unit 80 determines the game's clear conditions and the number of moves the player can perform within the game. The display control unit 15 controls the display unit 10 to display one or more puzzle elements and objects of one or more types within the game area 100. Then, the element selection unit 30 selects one puzzle element (hereinafter referred to as the "first puzzle element") within the game area 100 according to the player's selection (step 10; hereafter, steps are denoted as "S"). The movement control unit 35 receives a movement instruction for the first puzzle element from the player via the input unit 20 and controls the movement of the first puzzle element within the game area 100 (S12).
[0083] Next, if the element selection unit 30 is still selecting the first puzzle element, or if the selection of the first puzzle element is still ongoing but a predetermined time has not elapsed since the selection of the first puzzle element (No. in S14), the contact determination unit 40 determines whether the first puzzle element is in contact with other puzzle elements and objects. If the contact determination unit 40 determines that a puzzle element of the same type as the first puzzle element has come into contact with the first puzzle element, the joining unit 45 generates a joined puzzle element by joining the first puzzle element with the puzzle element of the same type (S16). Also, if the contact determination unit 40 determines that a puzzle element of a different type than the first puzzle element has come into contact with the first puzzle element and / or the joined puzzle element, the operation control unit 50 causes the puzzle element of the different type to perform a predetermined operation (S16). The process in S16 continues until "Yes" is determined in the process in S14.
[0084] If the selection of the first puzzle element by the element selection unit 30 is canceled, or if a predetermined time has elapsed since the selection of the first puzzle element even if the selection of the first puzzle element is still ongoing (Yes in S14), the erase control unit 55 executes a process to erase the first puzzle element and / or combined puzzle element from the game area 100 (S18). In this case, if an object is in contact with the first puzzle element and / or combined puzzle element to be erased, or if an object exists in the vicinity of it (Yes in S20), the action generation unit 60 generates a predetermined action on the object (S22).
[0085] Then, if the game's clear condition is met by the erasure of the first puzzle element and / or combined puzzle element and / or the erasure of an object by the erasure control unit 55 (Yes in S24), the progress control unit 80 terminates the game. Also, if no object is in contact with the first puzzle element and / or combined puzzle element to be erased, or if no object is nearby (No in S20), the progress control unit 80 terminates the game if the game's clear condition is met (Yes in S24).
[0086] On the other hand, if the game's clear conditions have not been met (No. in S24), the progress control unit 80 determines whether there are still moves available to continue the game (S26). If there are moves available (Yes in S26), the element selection unit 30 becomes able to select puzzle elements again. If the progress control unit 80 determines that there are no moves available (No. in S26), it terminates the game.
[0087] [Modified examples of the embodiment] Figure 8 shows an overview of an example of a modified version of the game system according to this embodiment. Specifically, in the modified version of game system 1, a game is played in which the objective is to transport and place an object 7 into a predetermined reachable area 110 provided within the game area 100 or on a part of the outer edge of the game area 100. This modified version has substantially the same functions and configuration as game system 1, except that objects are not necessarily removed by the disappearance of the combined puzzle elements, so a detailed explanation will be omitted except for the differences.
[0088] First, as shown in Figure 8, the display control unit 15 displays the reachable area 110 at a predetermined position on the outer edge of the game area 100, and places multiple puzzle elements 5f, multiple puzzle elements 5g, multiple puzzle elements 5h, multiple puzzle elements 5i, multiple puzzle elements 5j, and object 7, and displays them on the display unit 10. In this case, object 7 is placed at a position away from the reachable area 110. Note that it is sufficient to place one or more types and one or more of each puzzle element.
[0089] Next, the element selection unit 30 selects one puzzle element from a plurality of puzzle elements in response to the player's operation. Then, the movement control unit 35 moves the selected puzzle element freely within the game area 100 in response to the player's operation. Subsequently, if the contact determination unit 40 determines that a puzzle element that comes into contact with the selected puzzle element is of the same type as the selected puzzle element, the coupling unit 45 combines the other puzzle element of the same type with the puzzle element being manipulated by the player, thereby generating a combined puzzle element consisting of multiple puzzle elements. The movement control unit 35 then moves the combined puzzle element within the game area 100 in response to the player's operation.
[0090] If the contact detection unit 40 determines that a puzzle element that has come into contact with a combined puzzle element is of a different type from the puzzle elements that make up the combined puzzle element, and if the contact detection unit 40 determines that an object 7 has come into contact with the combined puzzle element, the operation control unit 50 causes the different type of puzzle element and object 7 to perform a predetermined action, namely, an action to be knocked away by the combined puzzle element. The knocked-away puzzle element and object 7 move within the game area 100 and the virtual game area in the direction they were knocked away. If the player moves the combined puzzle element within the game area 100 and moves object 7 to the destination area 110 while using the combined puzzle element to knock away the different type of puzzle element and object 7, the progress control unit 80 determines that the game objective has been achieved.
[0091] In this modified version of game system 1, the player can mix other game elements and object 7 within the game area 100 using a puzzle element selected by the player or a combined puzzle element generated by the player moving the selected puzzle element within the game area 100. Through this mixing, object 7 moves within the game area 100, being bounced around by the puzzle element or combined puzzle element selected by the player, or by other game elements or object 7 that have been bounced around by the puzzle element or combined puzzle element selected by the player. The player can move the selected puzzle element or combined puzzle element so that object 7 enters the destination area 110.
[0092] In the example in Figure 8, one reachable area 110 is shown, but there may be multiple reachable areas 110. Also, there may be one or more objects 7. Furthermore, the shape of the game area 100 may be irregular. For example, a convex part can be provided near the center of the bottom end of the game area 100, one or more objects 7 can be placed to the left of the convex part, and a reachable area 110 can be provided at the bottom end of the game area 100 to the right of the convex part. It is also possible to place objects to be placed in the reachable area 110 and objects to be removed by the removal of connecting puzzle elements or connecting areas in the game area 100 at the same time. As an example, a convex part can be provided near the center of the bottom end of the game area 100, one or more objects 7 to be placed in the reachable area 110 can be placed to the left of the convex part, a reachable area 110 can be provided at the bottom end of the game area 100 to the right of the convex part, one or more objects to be removed by the removal of connecting puzzle elements can be placed above the reachable area 110, and one or more other puzzle elements can be placed in the other game areas 100.
[0093] Furthermore, when object 7 enters the reachable area 110, the puzzle element or combined puzzle element may remain displayed in the game area 100 even if the player stops operating on the puzzle element or combined puzzle element (i.e., the player lifts their finger from the display unit 10) or if a predetermined time has elapsed while the operation is still ongoing. Also, when the skill element generation unit 70 generates a skill element, and at least one of the following conditions is met—either the player stops operating on the skill element selected by the element selection unit 30, or a predetermined time has elapsed since the element selection unit 30 selected the skill element, even if the player's operation is still ongoing—the erase control unit 55 erases the skill element from the game area 100 at the position where the skill element was located at the time the condition was met. Then, in response to the erasure of the skill element, the action generation unit 60 may erase puzzle elements located in a predetermined area around the skill element or in the direction the skill element is facing. For example, by placing skill elements in predetermined positions according to the player's actions, it is possible to eliminate puzzle elements between object 7 and reachable area 110.
[0094] [Game Program] Each component of the game system 1 and its modified examples shown in Figures 1 to 8 can be implemented by having a processing unit such as a Central Processing Unit (CPU) execute a program (i.e., a game program), that is, by software processing. Alternatively, it can be implemented by pre-writing a program to hardware such as an integrated circuit (IC) as an electronic component. It is also possible to use both software and hardware in combination.
[0095] The game programs according to this embodiment and its modifications can be pre-installed in, for example, an IC or ROM. Alternatively, the game program can be provided as a computer program by recording it as an installable or executable file on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, or semiconductor recording medium. The recording medium storing the program may be a non-transient recording medium such as a CD-ROM or DVD. Furthermore, the game program can be pre-stored on a computer connected to a communication network such as the Internet, and made available for download via the communication network.
[0096] The game program according to this embodiment and its modified form interacts with the CPU and the like to cause the game program to function as the display unit 10, display control unit 15, input unit 20, storage unit 25, element selection unit 30, movement control unit 35, contact determination unit 40, coupling unit 45, operation control unit 50, erase control unit 55, action generation unit 60, replenishment unit 65, skill element generation unit 70, reward generation unit 75, progress control unit 80, input surface 200, input control unit 210, puzzle element information storage unit 250, skill element information storage unit 252, object information storage unit 255, and player information storage unit 260, as described in Figures 1 to 8.
[0097] [Effects of the embodiment] In this embodiment, the game system 1 allows players to freely move puzzle elements within the game area 100 in response to player input. When a puzzle element being moved by a player comes into contact with another puzzle element of the same type, a chain-like linked puzzle element is generated by connecting the two elements. Any other puzzle elements of a different type that come into contact with the linked puzzle element and / or linked puzzle element are repelled by the linked puzzle element and / or linked puzzle element. As a result, in the game system 1, players can freely move the selected puzzle elements and linked puzzle elements within the game area 100 while pushing aside other types of puzzle elements (i.e., mixing the puzzle elements within the game area 100), providing a game with a high degree of freedom in moving puzzle elements and allowing players to enjoy the randomness of the placement of each puzzle element.
[0098] Furthermore, in Game System 1, as described above, the degree of freedom in moving puzzle elements is high, ensuring that players have freedom in how they make the selected puzzle elements and / or combined puzzle elements come into contact with the object to be eliminated. For example, players can surround an object with combined puzzle elements, or make combined puzzle elements come into contact with multiple parts of an object. This reduces the pressure to place puzzle elements in the correct position in Game System 1, allowing the game to progress at a good pace.
[0099] Although embodiments of the present invention have been described above, the embodiments described above do not limit the invention as defined in the claims. Furthermore, it should be noted that not all combinations of features described in the embodiments are necessarily essential for solving the problem of the invention. Moreover, the technical elements of the embodiments described above may be applied individually or divided into multiple parts, such as program components and hardware components, and applied accordingly. [Explanation of Symbols]
[0100] 1. Game System 3. Information terminals 5a, 5b, 5c, 5d, 5e, 5f, 5g, 5h, 5i, 5j Puzzle elements 5ba, 5ka, 5la, 5na Puzzle elements 7 Objects 7a Object 8 Combined area 9. Combination puzzle elements 9a part 10 Display section 15 Display Control Unit 20 Input section 25 Storage Unit 30 Element Selection Section 35 Movement Control Unit 40 Contact determination section 45 Joint 50 Operation Control Unit 55 Erasure Control Unit 60 Action generation part 65 Replenishment Department 70 Skill Element Generation Unit 75 Reward Generation Section 80 Progress Control Unit 100 Game Areas 100a Top edge 102 Move Counter 104 Goal 106 Space 110 reach area 200 input surfaces 210 Input Control Unit 250 Puzzle Element Information Storage Unit 252 Skill Element Information Storage Unit 255 Object Information Storage Unit 260 Player Information Storage Unit
Claims
1. A game system that allows the execution of a game using puzzle elements within the game domain, An element selection unit that selects a first puzzle element from one or more puzzle elements of one or more types in response to the player's input, A movement control unit moves the first puzzle element selected by the element selection unit within the game area in response to the player's operation, When a puzzle element identical in appearance to the first puzzle element selected by the element selection unit comes into contact with the first puzzle element, the combination unit combines the first puzzle element and the puzzle element identical in appearance without separating them until they are erased, and generates a combined puzzle element in which the first puzzle element and the puzzle element identical in appearance are constituent elements. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the connecting puzzle element, an operation control unit causes the second puzzle element to perform a predetermined operation without connecting the first puzzle element and the second puzzle element, When the player's operation on the first puzzle element selected by the element selection unit ceases, the erase control unit erases only the combined puzzle element from the game area among the one or more puzzle elements of one or more types, A replenishment unit replenishes the game area with one or more puzzle elements of one type, in a number corresponding to the total number of puzzle elements that have the same appearance as the first puzzle elements or the combined puzzle elements that constitute the first puzzle elements erased by the erase control unit. Equipped with, A game system in which the erase control unit erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.
2. The game system according to claim 1, wherein when a plurality of puzzle elements having the same appearance come into contact with the first puzzle element, the connecting portion connects the plurality of puzzle elements having the same appearance to the first puzzle element in a chain-like manner.
3. The game system according to claim 2, wherein the combined puzzle element comprises the first puzzle element, the plurality of puzzle elements having the same appearance, and a connecting region that connects each puzzle element.
4. Within the aforementioned game area, an object is placed, When the erase control unit erases the first puzzle element or the combined puzzle element, an action generating unit generates a predetermined action on the object in contact with the first puzzle element or the combined puzzle element, or on a nearby object. The game system according to any one of claims 1 to 3, further comprising:
5. Skill element generation unit generates skill elements having skills that produce predetermined effects in a predetermined area of the game area according to predetermined conditions. Furthermore, The element selection unit is capable of selecting the skill element, The game system according to any one of claims 1 to 4, wherein the movement control unit can change the region in which the predetermined effect occurs by changing the orientation of the skill element in accordance with the player's operation.
6. A game system that allows the execution of a game using puzzle elements within the game domain, An element selection unit that selects a first puzzle element from one or more puzzle elements of one or more types in response to the player's input, A movement control unit moves the first puzzle element selected by the element selection unit within the game area in response to the player's operation, When a puzzle element identical in appearance to the first puzzle element selected by the element selection unit comes into contact with the first puzzle element, the combination unit combines the first puzzle element and the puzzle element identical in appearance without separating them until they are erased, and generates a combined puzzle element in which the first puzzle element and the puzzle element identical in appearance are constituent elements. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the connecting puzzle element, an operation control unit causes the second puzzle element to perform a predetermined operation without connecting the first puzzle element and the second puzzle element, When the player no longer performs any operations on the first puzzle element selected by the element selection unit, the erase control unit erases only the combined puzzle element from the game area among the one or more puzzle elements of one or more types. Equipped with, The aforementioned game area has a virtual game area that is connected to the aforementioned game area and is not visible to the player. If the operation control unit detects that a puzzle element not comprising the combined puzzle element, the second puzzle element, and / or an object placed within the game area come into contact with the first puzzle element or the combined puzzle element, it moves the puzzle element not comprising the combined puzzle element, the second puzzle element, and / or the object to the virtual game area. A game system in which the erase control unit erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.
7. A game method for a game system that allows a game to be played using puzzle elements within the game domain, A selection process in which the first puzzle element is selected from one or more puzzle elements of one or more types in response to the player's input, A movement control step is performed to move the first puzzle element selected in the element selection step within the game area in response to the player's operation. If a puzzle element identical in appearance to the first puzzle element selected in the element selection step comes into contact with the first puzzle element, the first puzzle element and the puzzle element identical in appearance are combined without being separated until they are erased, thereby generating a combined puzzle element whose constituent elements are the first puzzle element and the puzzle element identical in appearance. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the combined puzzle element, an operation control step is made to cause the second puzzle element to perform a predetermined operation without combining the first puzzle element and the second puzzle element. If the player's operation on the first puzzle element selected in the element selection step ceases, a deletion control step is performed to delete only the combined puzzle element from the game area among the one or more puzzle elements of one or more types. A replenishment step is to replenish the game area with one or more puzzle elements of one type, in a number corresponding to the total number of puzzle elements that have the same appearance as the first puzzle elements or the combined puzzle elements that constitute the first puzzle elements that were erased in the erasure control step. Equipped with, A game method in which the erasure control step erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.
8. A game method for a game system that allows a game to be played using puzzle elements within the game domain, A selection process in which the first puzzle element is selected from one or more puzzle elements of one or more types in response to the player's input, A movement control step is performed to move the first puzzle element selected in the element selection step within the game area in response to the player's operation. If a puzzle element identical in appearance to the first puzzle element selected in the element selection step comes into contact with the first puzzle element, the first puzzle element and the puzzle element identical in appearance are combined without being separated until they are erased, thereby generating a combined puzzle element whose constituent elements are the first puzzle element and the puzzle element identical in appearance. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the combined puzzle element, an operation control step is made to cause the second puzzle element to perform a predetermined operation without combining the first puzzle element and the second puzzle element. If the player's operation on the first puzzle element selected in the element selection step ceases, a deletion control step is performed to delete only the combined puzzle element from the game area among the one or more puzzle elements of one or more types. Equipped with, The aforementioned game area has a virtual game area that is connected to the aforementioned game area and is not visible to the player. If the operation control step causes a puzzle element that is not part of the combined puzzle element, the second puzzle element, and / or an object placed within the game area to come into contact with the first puzzle element or the combined puzzle element, the operation control step moves the puzzle element that is not part of the combined puzzle element, the second puzzle element, and / or the object to the virtual game area. A game method in which the erasure control step erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.
9. A game program for a game system that can execute a game using puzzle elements within the game domain, On the computer, A feature that allows the player to select the first puzzle element from one or more puzzle elements of one type, in response to the player's input. A movement control function that moves the first puzzle element selected in the element selection function within the game area in response to the player's operation, When a puzzle element identical in appearance to the first puzzle element selected in the element selection function comes into contact with the first puzzle element, the first puzzle element and the puzzle element identical in appearance are combined without being separated until they are deleted, and a combined puzzle element is generated in which the first puzzle element and the puzzle element identical in appearance are components. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the combined puzzle element, an operation control function is provided to cause the second puzzle element to perform a predetermined operation without combining the first puzzle element and the second puzzle element. When the player stops performing any operations on the first puzzle element selected in the element selection function, a deletion control function is provided to delete only the combined puzzle element from the game area among the one or more puzzle elements of one or more types, The replenishment function replenishes the game area with one or more puzzle elements of one type, in a number corresponding to the total number of puzzle elements that have the same appearance as the first puzzle elements that constitute the first puzzle elements or the combined puzzle elements that constitute the first puzzle elements that have been erased in the erasure control function. Make it run, A game program in which the erase control function erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.
10. A game program for a game system that can execute a game using puzzle elements within the game domain, On the computer, A feature that allows the player to select the first puzzle element from one or more puzzle elements of one type, in response to the player's input. A movement control function that moves the first puzzle element selected in the element selection function within the game area in response to the player's operation, When a puzzle element identical in appearance to the first puzzle element selected in the element selection function comes into contact with the first puzzle element, the first puzzle element and the puzzle element identical in appearance are combined without being separated until they are deleted, and a combined puzzle element is generated in which the first puzzle element and the puzzle element identical in appearance are components. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the combined puzzle element, an operation control function is provided to cause the second puzzle element to perform a predetermined operation without combining the first puzzle element and the second puzzle element. When the player stops performing any operations on the first puzzle element selected in the element selection function, a deletion control function is provided to delete only the combined puzzle element from the game area among the one or more puzzle elements of one or more types. Make it run, The aforementioned game area has a virtual game area that is connected to the aforementioned game area and is not visible to the player. If the operation control function detects that a puzzle element not part of the combined puzzle element, the second puzzle element, and / or an object placed within the game area come into contact with the first puzzle element or the combined puzzle element, it moves the puzzle element not part of the combined puzzle element, the second puzzle element, and / or the object to the virtual game area. A game program in which the erase control function erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.
11. A game server capable of providing games that use puzzle elements within the game domain, A movement control unit moves a first puzzle element, selected from one or more types of puzzle elements, within the game area in response to the player's input. When a puzzle element identical in appearance to the selected first puzzle element comes into contact with the first puzzle element, the coupling unit combines the first puzzle element and the puzzle element identical in appearance without separating them until they are eliminated, thereby generating a combined puzzle element whose constituent elements are the first puzzle element and the puzzle element identical in appearance. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the connecting puzzle element, an operation control unit causes the second puzzle element to perform a predetermined operation without connecting the first puzzle element and the second puzzle element, When the player's operation on the selected first puzzle element ceases, the erase control unit erases only the combined puzzle element from the game area among the one or more puzzle elements of one or more types, A replenishment unit replenishes the game area with one or more puzzle elements of one type, in a number corresponding to the total number of puzzle elements that have the same appearance as the first puzzle elements or the combined puzzle elements that constitute the first puzzle elements erased by the erase control unit. Equipped with, A game server in which the erase control unit erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.
12. A game server capable of providing games that use puzzle elements within the game domain, A movement control unit moves a first puzzle element, selected from one or more types of puzzle elements, within the game area in response to the player's input. When a puzzle element identical in appearance to the selected first puzzle element comes into contact with the first puzzle element, the coupling unit combines the first puzzle element and the puzzle element identical in appearance without separating them until they are eliminated, thereby generating a combined puzzle element whose constituent elements are the first puzzle element and the puzzle element identical in appearance. When a second puzzle element of a different type from the first puzzle element comes into contact with the first puzzle element or the connecting puzzle element, an operation control unit causes the second puzzle element to perform a predetermined operation without connecting the first puzzle element and the second puzzle element, When the player's operation on the selected first puzzle element ceases, an erase control unit removes only the combined puzzle element from the game area among the one or more puzzle elements of one or more types. Equipped with, The aforementioned game area has a virtual game area that is connected to the aforementioned game area and is not visible to the player. If the operation control unit detects that a puzzle element not comprising the combined puzzle element, the second puzzle element, and / or an object placed within the game area come into contact with the first puzzle element or the combined puzzle element, it moves the puzzle element not comprising the combined puzzle element, the second puzzle element, and / or the object to the virtual game area. A game server in which the erase control unit erases all of the puzzle elements constituting the combined puzzle element from the game area, regardless of the positional relationship between the first puzzle element constituting the combined puzzle element and the puzzle element having the same appearance.