Information processing device, information processing method, and program

The information processing device addresses monotonous block-stacking games by incorporating game effects tied to the number of stacked objects, enhancing gameplay enjoyment and satisfaction through dynamic interactions.

JP2026091972APending Publication Date: 2026-06-04MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2026-03-24
Publication Date
2026-06-04

AI Technical Summary

Technical Problem

Conventional block-stacking games can become monotonous, leading to user boredom due to lack of ingenuity and gameplay satisfaction.

Method used

An information processing device that includes an information acquisition unit to gather user movement operations and a game control unit to trigger game effects based on the number of stacked objects, enhancing gameplay with various effects and interactions.

Benefits of technology

Enhances gameplay enjoyment and user satisfaction by introducing dynamic game effects based on object stacking, preventing monotony and increasing engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an information processing device, information processing method, and program that can enhance the appeal of games and improve user satisfaction with gameplay. [Solution] The information processing device includes an information acquisition unit that acquires first operation information based on a movement operation performed by a user to move a first object, and a game control unit that, based on the first operation information, when the first objects stacked on top of a predetermined object reach a predetermined height, performs a first game effect according to the number of first objects stacked.
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Description

Technical Field

[0006]

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

Background Art

[0002] Conventionally, in computer games, there is known a game in which game elements such as various shaped blocks that fall are stacked in a balanced manner. For example, Patent Document 1 discloses determining whether to stack a new game element on the entire game element according to the degree of deviation between a predetermined standard and the entire game element including the new game element when stacking a new game element.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a game that simply stacks blocks in a balanced manner, the game content may become monotonous and there is a risk that the user will easily become bored.

[0005] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that can enhance the ingenuity of the game and improve the user's game play satisfaction.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention includes an information acquisition unit that acquires first operation information based on a movement operation performed by a user to move a first object, and a game control unit that, based on the first operation information, when the first objects stacked on top of a predetermined object reach a predetermined height, performs a first game effect according to the number of first objects stacked. [Effects of the Invention]

[0007] According to one aspect of the present invention, it is possible to enhance the enjoyment of a game and improve user satisfaction with gameplay. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram of an information processing system including an information processing device according to one embodiment of the present invention. [Figure 2] This figure shows an example of a game screen. [Figure 3] This figure shows an example of a game screen. [Figure 4] This figure shows an example of a game screen. [Figure 5] This figure shows an example of a game screen. [Figure 6] This is an explanatory diagram showing an example of a movement operation. [Figure 7] This is a diagram illustrating the functions of an information processing device according to one embodiment of the present invention. [Figure 8] This figure shows an example of game information (first object information). [Figure 9] This figure shows an example of game information (second object information). [Figure 10] This figure shows an example of game information (enemy object information). [Figure 11] This figure shows an example of game information (game stage information). [Figure 12] This figure shows an example of user information. [Figure 13] This figure shows the information processing flow related to one embodiment of the present invention. [Figure 14] It is a diagram showing the flow of wave control processing. [Figure 15] It is a diagram showing the flow of the first object movement processing. [Figure 16] It is a diagram showing the flow of the first game effect exertion processing. [Figure 17] It is a diagram showing the flow of the second game effect exertion processing. [Figure 18] It is a diagram showing the flow of the third game effect exertion processing. [Figure 19] It is a diagram showing the flow of the first notification processing. [Figure 20] It is a diagram showing the flow of the second notification processing. [Figure 21] It is a diagram showing the flow of the third notification processing. [Figure 22] It is a diagram showing the flow of the fourth notification processing. [Figure 23] It is a diagram showing the flow of display processing.

Embodiments for Carrying Out the Invention

[0009] Hereinafter, the information processing apparatus, information processing method, and program of the present invention will be described in detail with reference to the preferred embodiments shown in the accompanying drawings. Note that the embodiments described below are merely examples given for facilitating the understanding of the present invention and do not limit the present invention. That is, the present invention can be changed or improved from the embodiments described below without departing from its gist. Also, of course, equivalents of the present invention are included.

[0010] Also, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, the content of display information, and GUI (Graphical User Interface) etc. can be freely designed according to the system design specifications and user preferences etc., and can also be changed as appropriate.

[0011] <Regarding the game according to this embodiment> The communication system shown in Figure 1 (hereinafter referred to as the information processing system S) is a communication system that includes an information processing device (hereinafter referred to as the server 10) according to one embodiment of the present invention, and provides a game to the user.

[0012] A "game" is content that a user plays by operating a user terminal 12 while viewing the game screen on the user terminal 12. In this embodiment, it is an online game (electronic game) provided using an information processing system S. When a user performs game operations on the user terminal 12, the user terminal 12 receives game progress data distributed from the game provider's server computer (hereinafter referred to as server 10). The user terminal 12 outputs video and audio corresponding to the received data, and the user progresses through the game while confirming the outputted video and audio. The user terminal 12 also sends data indicating the user's operations to the server 10, and the server 10 sends game progress data corresponding to the user's operations. This data transmission and reception between the server 10 and the user terminal 12 is repeated until the user finishes playing the game.

[0013] In this embodiment, as an example of a game, a player stacks first objects, such as blocks, that fall from above onto a predetermined object, such as a base. When the stacked first objects reach a predetermined height, the player can attack enemy objects in proportion to the number of stacked first objects.

[0014] For example, as shown in Figure 2, the game screen 80 of this embodiment mainly consists of a deck display area 81, a deck HP display area 82, an enemy HP display area 83, a time limit display area 84, and a next block display area 85. The deck display area 81 displays information about the second object included in the deck. The deck HP display area 82 displays the total HP value (current value / initial value) of the second object included in the deck. The enemy HP display area 83 displays the total HP value (current value / initial value) of the enemy object. The time limit display area 84 displays the time limit, i.e., the remaining time until the player is attacked by an enemy object. The next block display area 85 displays information (shape, etc.) about the first object that will fall next.

[0015] Next, the specific gameplay flow of this embodiment will be explained with reference to Figures 2 to 5 as appropriate. The game of this embodiment proceeds, for example, as follows: (1) deck formation, (2) wave start, (3) first object fall, (4) first object movement and stacking, (5) attack on enemy objects, (6) attack from enemy objects, (7) other actions (such as skill activation), and (8) end of game.

[0016] (1) Deck composition The user first selects a desired secondary object from among the secondary objects that represent the user character, and then forms a deck (for example, a team consisting of four secondary objects) that includes the selected secondary object. In principle, the secondary objects included in the deck should be selected from the secondary objects that the user owns, but it may also be possible to select secondary objects owned by other users, or secondary objects that have been temporarily lent to the user (for example, secondary objects that become available for use in limited-time events).

[0017] (2) Wave start The game consists of one or more waves, and once deck building is complete, the first wave of the game begins. A wave is a constituent unit of the game and is also called a stage, round, area, phase, or face.

[0018] (3) The first object falls (Figure 2) When a wave starts, predetermined objects and enemy objects appear on the game screen 80, and various shapes of first objects, randomly selected by the computer, fall one after another from the top of the game screen 80. At this time, a fall prediction line is displayed in the direction in which the first objects fall. Also, as will be described later, guide objects may be displayed in the case of co-op play. In this embodiment, if a falling first object is stacked on top of a stacked first object or predetermined object, or if it falls and disappears because it cannot be stacked, the next first object will fall. Note that the unit in which one first object falls is called one turn, in other words, one first object falls per turn.

[0019] (4) Moving and stacking the first object (Figure 2) The user can move the first object by performing a movement operation on it, and then stack the moved first object at a desired position on top of other stacked first objects or designated objects. There is no impact due to gravity or velocity when stacking first objects. First objects that fall off without being able to be stacked on top of other stacked first objects or designated objects, and first objects that extend beyond the movable area within the game screen 80 (first objects that touch the invisible lines set at both ends of the game screen 80) will disappear from the game screen 80. As the user stacks the falling first objects onto the stacked first objects, the first objects will be stacked in a tower-like shape. The stacked first objects will tilt according to the laws of physics, and may collapse if they are unbalanced (they may collapse suddenly even if they are stable immediately after being stacked). In this embodiment, the second objects included in the deck are responsible for stacking the first objects one by one in a predetermined order. In this embodiment, as shown in Figures 2 and 3, the second object responsible for this task will appear to be near the stacked first objects, extending beyond the deck display area 81. For example, if the deck contains four second objects A, B, C, and D, the first first object in the first turn (1st object) will be stacked by second object A, the second first object in the second turn (2nd object) will be stacked by second object B, the third first object in the third turn (3rd object) will be stacked by second object C, and the fourth first object in the fourth turn (4th object) will be stacked by second object D. Then, after four turns have passed and one cycle has been completed, the fifth (fifth) first object is stacked by the second object A, and thereafter, the second object in charge continues to stack the first objects in this predetermined order.

[0020] (5) Attacking enemy objects (Figures 3 and 4) When the stacked first objects reach a predetermined height which is the attack line, the stacked first objects are temporarily fixed in place (Figure 3), and as a first game effect, the second objects included in the deck attack the enemy objects, depending on the number of stacked first objects (9 in the example in Figure 3) (Figure 4). After attacking the enemy objects, the stacked first objects may be fixed in place and unable to collapse, allowing for further stacking of first objects on top of them.

[0021] (6) Attacks from enemy objects (Figure 5) After attacking an enemy object, the user will be attacked back by the enemy object, resulting in a second game effect that is detrimental to the user: the stacked first object will be knocked down and the second object will take damage. Furthermore, even outside of attacking an enemy object, the user may be attacked by an enemy object during gameplay, for example, after a predetermined time has elapsed from a predetermined point in time (including after a predetermined number of turns). In this case, the user may also experience a second game effect that is detrimental to the user, such as the stacked first object being knocked down or the second object taking damage.

[0022] (7) Other (skill activation, etc.) During gameplay, if the number of stacked first objects reaches a predetermined number before the stacked first object reaches a predetermined height, a third game effect occurs, allowing the user to change the difficulty of the game (activate a skill or ability). Additionally, during gameplay, the user is notified of information about the first object that will fall in the next turn (first object warning), as well as various other pieces of information that are helpful to the user during gameplay.

[0023] (8) End of game When a user fulfills the wave's clearing conditions, for example, by defeating all enemy objects (e.g., 3) that appear in a wave before the health (deck HP) of the second object included in the deck reaches zero, or before the playable time or number of turns set for the wave expires, the wave is cleared and the user proceeds to the next wave. When all waves that make up the game (e.g., 3 waves) are cleared, the game is cleared (victory) and the user can obtain clear rewards such as coins or items. On the other hand, if the health (deck HP) of the second object included in the deck reaches zero, or if the playable time or number of turns set for the wave expires, the game is cleared and it is game over (defeat).

[0024] The "first object" is an object (game medium) that falls from the top of the game screen downwards during gameplay, can be moved by the user's movement controls, and can be stacked on top of other objects. Each first object has its own unique characteristics, and various parameters (values ​​related to weight, surface friction, and center of gravity, etc.) indicating its attributes, shape, and properties are set for each first object. The shape of the first object can be any shape that can be stacked, such as circles, ellipses, polygons, stars, etc., as well as living things such as animals and plants, machines such as vehicles and robots, non-machine objects, toys such as building blocks, fictional characters such as ghosts and monsters, or other similar characters.

[0025] The "designated object" is an object (game medium) that serves as a base for stacking the first object that has fallen. The designated object can be any object on which the first object can be stacked, and may include, for example, a platform, a building, a cloud or the ground (including a partitioned area), as well as living things such as animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other similar characters.

[0026] "Second objects" are characters and other elements that appear in the game and are objects (game media) used by the user when playing the game. Each second object has its own unique characteristics, and each second object has a name, attributes, appearance, and various parameters (values ​​related to level, health, attack power, defense power, luck, or special abilities) that indicate its abilities. These parameters increase or decrease as the user progresses through the game. For example, when attacked by an enemy object, or when the first object cannot be stacked (falls over), health decreases (damage is taken). Also, by using or equipping items such as weapons, the attack power used to attack enemy objects increases or decreases according to the parameters set for that item. Furthermore, each parameter improves as the user levels up. In addition, each second object has its own unique special abilities (skills and abilities). Special abilities (skills) such as fixing first objects together or directly attacking enemy objects can be activated by the user at any time if the conditions are met. Special abilities such as increasing attack power or defense power are activated automatically if the conditions are met when attacking or taking damage. The characters that constitute the second object include living things such as people, animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other characters similar to these.

[0027] "Enemy objects" are enemy characters and other elements that appear in the game, and defeating them by dealing damage is a condition for clearing a wave. Enemy objects interfere with the user's gameplay by knocking down the first stacked object or attacking the second object. Each enemy object has its own unique characteristics, and each enemy object has a name, attributes, appearance, and various parameters indicating its abilities (values ​​related to level, health, attack power, defense power, or special abilities). These parameters increase or decrease as the user progresses through the game. For example, when attacked by the user, its health decreases (it takes damage). Characters that make up enemy objects include living things such as people, animals and plants, machines such as vehicles and robots, non-machine objects, fictional characters such as ghosts and monsters, or other similar characters.

[0028] "Movement" refers to moving the falling first object up, down, left, or right based on user movement operations. As shown in Figure 6, user movement operations include (a) sliding a finger horizontally to move left or right, (b) sliding a finger downwards to cause a rapid descent, and (c) pressing and holding a finger to rotate and reverse. Rotation may be performed by rotating by a predetermined angle (e.g., 90 degrees) in a single operation, or by rotating gradually according to the amount of user operation to induce errors. By moving the falling first object, the user stacks the first object at any desired position.

[0029] "Position" refers to the place where the first object is stacked, and is a predetermined part of the given object. For example, if the given object has enough width (length) to stack multiple first objects in the left-right direction, the central part, left part, or right part of the given object would each correspond to a position.

[0030] "Determined height" refers to the height to which the first object can be stacked to launch an attack against the enemy object. A line or other marker (attack line) is displayed at the predetermined height.

[0031] A "designated point in time" refers to a specific point in time during gameplay. For example, this includes the start of a wave, the time when the first or the Xth 1st object falls, the time when the first or the Xth 1st object is stacked on top of the designated object, the time when the first or Xth stacked 1st object collapses (reset time), the time when an enemy object is attacked for the first or Xth time, or the time when the player is attacked by an enemy object for the first or Xth time, etc.

[0032] "Specified time" refers to the elapsed time from a specified point in time or the number of turns from that point in time, and corresponds to the time limit set in the game (the time until you are attacked by an enemy object). For example, it includes the time it takes to raise the stacked first object to a specified height, i.e., the time you must attack the enemy object. Also, if there are multiple enemy objects, it includes the time you must defeat at least one enemy object, or the time you must eliminate all enemy objects. Furthermore, if the specified point in time equals the elapsed specified time, it also includes cases where the specified time is zero, such as immediately after the stacked first object collapses (immediately after the reset). Note that the specified time may occur multiple times or only once before the wave is cleared.

[0033] "First game effect" refers to attacking enemy objects and reducing their parameters such as health, in other words, dealing damage to enemy objects. Specifically, the amount of damage dealt to enemy objects varies based on the number of first objects stacked on top of a designated object, and the attributes and parameters such as attack power of the second objects included in the deck.

[0034] The rules that determine the content of the first game effect, that is, how much damage is dealt to each enemy object, include, for example, the following rules: (a) Number of first objects The more first objects stacked on top of the designated object, the greater the damage dealt to the enemy object. For example, if the number of first objects stacked on top of the designated object is 10 or less (corresponding to the first value), it results in a weak attack (corresponding to the first game effect) that deals 10 damage to the enemy object. If the number of first objects stacked on top of the designated object is greater than 10, for example, 11 or more (corresponding to the second value), it results in a strong attack (corresponding to the second game effect) that deals 20 damage to the enemy object, which is advantageous to the user. The amount of damage dealt to the enemy object may increase proportionally to the number of first objects stacked, or it may increase exponentially with respect to the number of first objects stacked. (b) Compatibility between the attributes of the first object and the attributes of the enemy object The amount of damage dealt to the enemy object is increased or decreased based on the compatibility between the attributes of the first object (also called the last first object) that is stacked when a predetermined height is reached and the attributes of the enemy object. For example, against an enemy object with attribute A, if the last first object has attribute B, it will be a strong attack, and if the last first object has attribute C, it will be a weak attack. (c) Compatibility between the attributes of the second object and the attributes of the enemy object The amount of damage dealt to the enemy object is increased or decreased based on the compatibility between the attributes of the second object included in the deck, or the second object that stacked the first object when it reached a predetermined height (the second object responsible for stacking the last first object in a predetermined order), and the attributes of the enemy object. For example, against an enemy object with attribute A, if the second object that stacked the last first object has attribute B, it will be a strong attack, and if the second object that stacked the last first object has attribute C, it will be a weak attack. (d) Compatibility between the attributes of the first object and the attributes of the second object The amount of damage dealt to enemy objects is increased or decreased based on the compatibility between the attributes of the first object stacked when it reaches a predetermined height and the attributes of the second object included in the deck, or the second object that stacked the first object when it reached the predetermined height (the second object responsible for stacking the last first object in a predetermined order). For example, if the last first object has attribute D, a second object with attribute E, which is compatible with attribute D, will result in a strong attack, while a second object with attribute F, which is incompatible with attribute D, will result in a weak attack. Also, a second object with the same attribute as the last first object will result in a strong attack, while a second object with a different attribute will result in a weak attack. Furthermore, the amount of damage dealt to enemy objects may be increased or decreased based on the number of first objects with attributes compatible with the attribute of the second object that stacks the last first object. For example, if the second object has attribute E, a larger number of first objects with attribute D, which is compatible with attribute E, will result in a stronger attack. (e) The position where the first object was stacked. The amount of damage dealt to enemy objects is increased or decreased based on the position (left-right position, etc.) of the first object stacked when a predetermined height is reached. For example, stacking the last first object to the right of the predetermined object (to the right of the center of the game screen 80, etc.), or at a specific position on the predetermined object, will result in a stronger attack. (f) The position where the first object was stacked and the position of the enemy object The amount of damage dealt to the enemy object is increased or decreased based on the position of the first object stacked when it reaches a predetermined height (e.g., left-right position) and the position of the enemy object (e.g., left-right position). For example, if the enemy object is located on the right side of the game screen 80, stacking the last first object to the right of the predetermined object (e.g., to the right of the center of the game screen 80) will result in a stronger attack. Furthermore, if multiple enemy objects exist, the target enemy object to be attacked will be changed based on the position of the first object stacked when it reaches a predetermined height (e.g., its position in the left-right direction) and the position of the other enemy objects (e.g., their positions in the left-right direction). For example, if the last first object is stacked to the right of the predetermined object (e.g., to the right of the center of the game screen 80), damage will be dealt to the enemy objects located on the right side of the game screen 80. In other words, the target of the attack is limited according to the position where the last first object is stacked. (g) Type of the first object The amount of damage dealt to enemy objects is increased or decreased based on the type of first object stacked when a predetermined height is reached. For example, the attack is stronger when first object A is the last first object than when first object B is the last first object. Furthermore, if a special first object R with a low appearance rate is set, the attack will be even stronger if that special first object R becomes the last first object.

[0035] The "second game effect" refers to an effect that causes disadvantage to the user while playing the game, such as being attacked by an enemy object. The second game effect is triggered when a predetermined amount of time has elapsed from a predetermined point in time after the user attacks an enemy object (including when a predetermined number of turns have elapsed), when the first object has been stacked to a certain height, or when a predetermined number of first objects of a specific attribute have been stacked. In this embodiment, the number of turns until the second game effect is triggered (for example, 7 turns) is displayed in relation to the enemy object (Figure 2), and this number decreases by 1 each time a turn is completed (for example, 7 → 6).

[0036] The second game effect includes, for example, the following effects: (a) Damage to the second object When attacked by an enemy object, damage is dealt to all secondary objects in the deck, or to some secondary objects, such as the secondary object responsible for stacking the last primary object in a predetermined order. The amount of damage dealt to secondary objects may be constant, or it may vary depending on the number of primary objects stacked on top of the predetermined object. For example, the more primary objects stacked, i.e., the more primary objects that collapse, the greater the damage dealt. (b) Collapse of the stacked first object An attack from an enemy object causes all or some of the first objects stacked on top of a designated object to collapse. The number of blocks to collapse depends on the time elapsed from a predetermined point in time. For example, if a predetermined amount of time has passed from a predetermined point in time, all of the stacked first objects (corresponding to the first number) are collapsed, making the total number of stacked first objects zero. If a predetermined number of turns have passed, even though the predetermined time has not elapsed from a predetermined point in time, i.e., within the time limit, a certain number of first objects (for example, 10) have been stacked, some of the stacked first objects (corresponding to the second number) are collapsed. (c) Hide screen Attacks from enemy objects obscure all or part of the game screen 80, obstructing the user's view. (d) Change the velocity of the first object Attacks from enemy objects can alter the falling speed of the first object while it is moving, or cause it to move erratically. (e) Change the shape of the first object The shape of the first object, which is in motion, suddenly changes due to an attack from an enemy object. (f) Change the surface friction force of the first object When an attack from an enemy object causes the stacked first objects to come into contact with each other, or with a moving first object, they become more prone to slipping.

[0037] "Third game effect" refers to an effect that changes the difficulty of the game, and includes special abilities such as skills or abilities possessed by the second object. Furthermore, the third game effect may include not only effects that are advantageous to the user but also effects that are disadvantageous. The third game effect is activated when a predetermined number of first objects (e.g., 10) are stacked on a predetermined object, when a predetermined number of first objects fall (including first objects that spill out because they could not be stacked), when first objects are stacked to a certain height, or when a predetermined number of first objects of a specific attribute are stacked. The third game effect may also be made available when the above conditions are met, and then activated at any time specified by the user. Furthermore, the third game effect may last for a predetermined period, such as until the wave is cleared, until the Xth first object falls, until the Xth first object is stacked on the predetermined object, until the stacked first objects collapse, until an enemy object is attacked, or until the player is attacked by an enemy object. In this embodiment, the number of turns required to activate the third game effect (e.g., 5 turns) is displayed in association with the second object (Figure 2), and this number decreases by 1 each time a turn is completed (e.g., 5 → 4). The required number of turns may be the same for all second objects in the deck, or it may be different for each second object.

[0038] The third game effect includes, for example, the following effects: (a) Change the surface friction force of the first object. For example, the slipperiness when stacked first objects come into contact with each other, or when stacked first objects come into contact with a moving first object, is modified. Also, the slipperiness when stacked first objects come into contact with a predetermined object, or when a moving first object comes into contact with a predetermined object, is modified. (b) Secure the stacked first objects together Secure the already stacked first objects together to prevent them from collapsing. (c) Change the height position of the predetermined height Move the attack line up and down to change its height position to a predetermined level. (d) Change of scheduled time The predetermined time, i.e., the time limit set within the game, is extended or shortened. (e) Modify the first object Changes the shape of the first object that is moving or about to fall. (f) Change the parameters of the second object For example, it can restore the health of the second object or increase its attack power. (g) Directly attack enemy objects Regardless of whether the first stacked object has reached a predetermined height, it will directly attack the enemy object.

[0039] "Notification" refers to informing the user of information that is advantageous or necessary for playing the game. Specifically, it involves notifying the user through images, videos, or audio while they are playing the game. The various types of information that are notified include information about the first object that will fall in the next turn, as well as, for example, the following:

[0040] As the first piece of information, the system notifies the user of information based on the compatibility between the attributes of the first object and the attributes of the second object. Specifically, in a situation where a predetermined height can be reached depending on how the moving first object is stacked, if the compatibility between the attributes of the moving first object and the attributes of the second object B (the second object whose turn to stack the first object next in the predetermined order) is better than the compatibility between the attributes of the moving first object and the attributes of the second object A (the second object responsible for stacking the first object in the predetermined order) corresponding to the moving first object, the system notifies the user of this fact, that is, that it is more advantageous to reach the predetermined height with the next second object B than with the current second object A.

[0041] As second information, the system notifies the user of information based on the relationship between the stacked first object and the first object in motion. Specifically, if it is possible to reach a predetermined height depending on how the first object in motion is stacked, the system notifies the user of this fact. In this case, based on the shape of the first object in motion, the system may also notify the user of information on where and at what angle the first object should be stacked, that is, information on how to stack the first object to reach the predetermined height. If it is not possible to reach the predetermined height regardless of how the first object in motion is stacked, the system does not notify the user of the second information.

[0042] As a third piece of information, the system notifies the user of information based on the relationship between the enemy object, the stacked first object, and the moving first object. Specifically, if the situation allows for reaching a predetermined height depending on how the moving first object is stacked, and if attacking the enemy object after reaching the predetermined height would satisfy the wave's clearing conditions, the system notifies the user of this fact. At this time, the system may also notify the user of information on where and at what angle the moving first object should be stacked, based on its shape, i.e., information on how to stack the first object to reach the predetermined height. This third piece of information is only notified when the wave's clearing conditions are met, and is not notified if the wave's clearing conditions have not yet been met (for example, if attacking does not reduce the enemy object's health to zero).

[0043] In this embodiment, not only can a user play alone (solo play), but it is also possible for multiple users to operate their respective user terminals 12 and play a common game stage simultaneously in so-called multiplayer mode (hereinafter referred to as cooperative play). In cooperative play, multiple users who will play together may be automatically matched, or a user who organizes cooperative play and recruits partners (hereinafter referred to as the host) may be combined with users who apply to the recruitment and participate in cooperative play (hereinafter referred to as guests). There are no particular limitations on the members of cooperative play, but for example, other users who have a friendship with a certain user and who have mutually approved each other's participation (hereinafter referred to as friend users) may play together.

[0044] Cooperative play is conducted through the communication functions of each user's user terminal 12, and once a cooperative relationship is formed, the progress of the game is synchronized among the users participating in the cooperative play. Specifically, a communication path for cooperative play is established among multiple users participating in the cooperative play. Subsequently, the transmission and reception of various data required for cooperative play is carried out according to a known communication method. This data may be transmitted via a client-server system through the server 10, or via a P2P (peer-to-peer) system without going through the server 10. Furthermore, the modes of cooperative play are classified into fully synchronous and asynchronous types, and either mode may be adopted. Fully synchronous types include key input synchronization methods and command input methods, while asynchronous types include server-centralized processing types and client-distributed processing types.

[0045] In cooperative play, multiple users take turns stacking the first object. For example, in a four-player cooperative game, user A controls the movement of the first object, while users B, C, and D watch and cheer on user A, each with a different role. Then, user B controls the movement of the first object, then user C controls it, and so on, with the roles changing each time. When the first object, stacked by one of the users (e.g., user A), reaches a predetermined height, the first game effect is triggered not only based on the number of first objects stacked by user A, but also on the number of first objects stacked jointly by all users (users A, B, C, and D). In other words, the more first objects stacked by all users, the greater the damage dealt to the enemy object. Also, the health of the second object included in the deck (deck HP) is shared among all users, so for example, user D cannot be the only one to get a game over. Furthermore, the color of the first stacked object may be changed for each user, or other methods may be used to indicate who stacked the first object.

[0046] In cooperative play, a user B or other user (corresponding to a second user) who is not performing a movement operation on the first object can instruct user A (corresponding to the first user) on the movement position of the first object. When an instruction is given by user B or other user, a guide object indicating the content of that instruction (content suggesting where to place the object) is displayed on the game screen 80 (at least on the screen of user A's user terminal 12) (Figure 2). If instructions are given by multiple users B, C, and D, a guide object indicating the content of each instruction may be displayed along with information that identifies the user who gave the instruction, or the guide object indicating the content of the instruction given by the user who gave the instruction first or last may be displayed preferentially.

[0047] In cooperative play, in addition to the above-mentioned first, second, and third information, if different types of first objects appear, information about the types of first objects that will appear in the future will be notified as fourth information, depending on the number of users. For example, if four users are playing cooperatively, information about the attributes and shapes of the four first objects that will fall within the next 1 to 4 turns will be notified to all users. Note that the notification of fourth information may be limited to users whose turn it is when that first object falls.

[0048] Cooperative play games include cooperative games where multiple users work together, and competitive games where users compete against each other; either type is acceptable. Furthermore, there is no particular limit on the number of users (maximum number of players) in a single cooperative play session; it can be set to any number, although setting it to around 4 players is recommended.

[0049] <Configuration of the information processing device and user terminal according to this embodiment> Next, the configuration of the information processing device and user terminal 12 according to one embodiment of the present invention will be described. The information processing device according to this embodiment consists of a computer for game data distribution, more precisely a server computer (hereinafter referred to as server 10). Server 10 is an example of a computer and, as shown in Figure 1, is connected to a plurality of user terminals 12 so as to be able to communicate via a network 14, and together with the user terminals 12, it constructs an information processing system S for games. Note that each user terminal 12 may communicate with each other via the network 14, or they may communicate directly without going through the network 14 via Bluetooth® or Wi-Fi Direct, etc.

[0050] In the information processing system S of this embodiment, the game progresses through the cooperation of the server 10 and the user terminal 12 as described above. Specifically, the server 10 performs some of the game progression processing, while the user terminal 12 performs some of the graphics processing, etc. For example, the server 10 executes a program that includes certain rules, logic, and algorithms. Meanwhile, the user terminal 12 progresses the game in synchronization with the server 10, using the same rules, logic, and algorithms as the program executed on the server 10.

[0051] Furthermore, during cooperative play, a communication path for cooperative play is established between each user terminal 12, and the transmission and reception of various data required for cooperative play is carried out according to a known communication method. The data at this time may be transmitted via a client-server method through the server 10, or via a P2P (peer-to-peer) method without going through the server 10. In addition, the mode of cooperative play is classified into fully synchronous and asynchronous types, and either mode may be adopted. The fully synchronous type includes key input synchronization methods and command input methods, while the asynchronous type includes server-centralized processing and client-distributed processing.

[0052] Server 10 may consist of a single computer or multiple computers in a parallel, distributed configuration. Furthermore, Server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of steps in the information processing flow described later (excluding information input and display) are performed by the server computer, so the user terminal 12 only needs to input information to be handed over to the server computer and display information distributed from the server computer.

[0053] As hardware, server 10 has a processor 21, memory 22, communication interface 23, and storage 24, as shown in Figure 1, and these devices are electrically connected via a bus 25. Server 10 also has an operating system (OS) and a dedicated program for processing game-related information installed as software. These programs correspond to the "program" of the present invention. By operating the processor 21 according to the above program, server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or by obtaining it (downloading) it via a network such as the Internet or an intranet.

[0054] The processor 21 may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.

[0055] The memory 22 may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).

[0056] The communication interface 23 may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 23 is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G to 5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0057] The storage 24 may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. The storage 24 may be built into the server 10 or attached to the server body as an external device. Furthermore, the storage 24 may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. In addition, distributed ledger technology such as blockchain may be used as the technology for recording various types of data to prevent unauthorized data tampering.

[0058] Server 10 distributes information necessary for game progression to each user and also collects and stores information from each user. The information stored by Server 10 includes information about each user (for example, user identification information and information about game play history), and information about the area. Server 10 also performs various information processing related to game progression, including the process of displaying guide objects on the user terminal 12.

[0059] The user terminal 12 is a client terminal operated by the user (or the first and second users in the case of co-op play) to play the game. It can be, for example, a personal computer, smartphone, mobile phone, tablet, game console, television receiver capable of inputting information, or a wearable device. Although Figure 1 shows four user terminals 12 for illustrative purposes, in reality, there will be a number of user terminals 12 corresponding to the number of users playing the game.

[0060] The user terminal 12 receives game progress data from the server 10 and displays the images (videos) indicated by that data on the user terminal 12's display or on a display device such as a TV connected to the user terminal 12, and outputs sound from a speaker or the like. In other words, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, the game screen 80 (Figures 2 to 5) is displayed on the user terminal 12.

[0061] Furthermore, the user terminal 12 receives user operations performed during gameplay and transmits information corresponding to those operations to the server 10. For example, a user performs a movement operation on the user terminal 12 to move the first object and transmits first operation information based on that movement operation to the server 10. In co-op play, the first user performs a movement operation on the user terminal 12 to move the first object and transmits first operation information based on that movement operation to the server 10. On the other hand, the second user, who has not performed a movement operation on the first object, performs an instruction operation on the user terminal 12 to instruct the first user on the position to move the first object and transmits second operation information based on that instruction operation to the server 10. In addition to the operations described above, users can also perform operations such as selecting a play style and editing their deck on the user terminal 12.

[0062] <Functions of an information processing device according to the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be explained again from a functional standpoint. As shown in Figure 7, the server 10 has a storage unit 30, an information acquisition unit 40, a game control unit 50, a notification unit 60, and a display control unit 70. Of these, the storage unit 30 is realized by memory 22 or storage 24, and the other functional units are realized by the cooperation of the hardware equipment constituting the server 10 and the program installed on the server 10. If the server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from one another. The following sections will provide a detailed explanation of each functional component.

[0063] (Storage part) The memory unit 30 stores information necessary for game progression and various types of information necessary for playing the game. Specifically, as shown in Figure 7, the memory unit 30 includes a game information memory unit 31 and a user information memory unit 32, etc.

[0064] The game information storage unit 31 stores information related to the game (hereinafter referred to as game information). For example, game information includes the following: As shown in Figure 8, information about the first object, namely its attributes, shape, and properties (for example, parameters such as weight, center of gravity, and surface friction force), is stored in association with the identification information (identification ID) of the first object. Furthermore, as shown in Figure 9, information about the second object, name, attributes, appearance, and abilities (parameters such as level, stamina, attack power, and special abilities), is stored linked to the second object's identification information (identification ID). Note that each parameter indicating abilities includes not only the current value but also the initial value and upper limit. Furthermore, as shown in Figure 10, information about enemy objects, namely the enemy object's name, attributes, appearance, and abilities (parameters such as level, health, attack power, and special abilities), is stored linked to the enemy object's identification information (identification ID). Furthermore, as shown in Figure 11, information related to the game, namely the game's play conditions, the number of waves that make up the game, information about the waves that make up the game, and information about the rewards for clearing the game, is stored linked to the game's identification information (identification ID). The information about the waves that make up the game includes information such as the difficulty level of the waves, and the types, number, and placement of enemy characters that appear in the waves. In addition, the game information also includes information (not shown) regarding the first game effect, the second game effect, and the third game effect, as well as information (not shown) regarding compatibility based on the attributes of the first object, the second object, and enemy characters.

[0065] The user information storage unit 32 stores user-related information (hereinafter referred to as user information) for each user. As shown in Figure 12, user information is linked to various pieces of information, such as a username (identification ID or game account name) that identifies each user. For example, user information items include information about the second object owned by the user, information about other objects such as items owned by the user, game progress such as status and clear history, and information about other users registered as friends (usernames). In addition, user information may also include other information such as the user's personal information such as contact information, total game play time (game play time), login history (game play date and time and number of game plays), and payment history and total amount charged.

[0066] (Information acquisition department) The information acquisition unit 40 acquires information (data) based on operations performed by the user on the user terminal 12 during gameplay by communicating with the user terminal 12. The information acquired by the information acquisition unit 40 includes first operation information based on movement operations performed by the user to move the first object. In addition, during cooperative play, it includes second operation information based on instruction operations performed by the second user, who is not performing movement operations on the first object, to instruct the first user, who is performing movement operations on the first object, on the movement position of the first object. In addition to the first and second operation information, the information acquired by the information acquisition unit 40 also includes information based on various selections, specifications, instructions, requests, commands, permission or denial, registration and other input operations performed by the user in each scene of the game, such as deck formation information and skill activation instruction information. Furthermore, the information acquired by the information acquisition unit 40 includes information based on operations related to cooperative play, such as recruitment for cooperative play, application for cooperative play, and approval or rejection of such applications.

[0067] (Game Control Unit) The game control unit 50 performs information processing necessary for the game to progress, and specifically, it performs information processing to advance the game according to the various information acquired by the information acquisition unit 40.

[0068] Specifically, the game control unit 50 performs the following information processing. (a) Based on the first operation information, control the movement of the falling first object. (b) When the first object stacked on top of a predetermined object reaches a predetermined height, the system controls the execution of a first game effect, such as attacking an enemy object and reducing parameters such as health associated with the enemy object, according to the number of first objects stacked. At this time, if the number of first objects stacked to the predetermined height is less than or equal to a first value, the first first game effect is executed. If the number of first objects stacked to the predetermined height is greater than the first value (a second value), the system controls the execution of a second first game effect that is more advantageous to the user than the first first game effect. Furthermore, if a predetermined order for stacking first objects is associated with multiple second objects, the system controls the execution of a first game effect according to the attributes of the second object corresponding to the first object when the stacked first object reaches the predetermined height. Furthermore, the system controls the execution of a first game effect or the target of the attack that executes the first game effect according to the position where the first object was stacked when the stacked first object reaches the predetermined height. Furthermore, during cooperative play, when the first object stacked based on the first operation information from one of the multiple users reaches a predetermined height, the system controls the system to activate the first game effect according to the number of first objects stacked jointly by the multiple users. (c) If a predetermined amount of time elapses before the stacked first objects reach a predetermined height from a predetermined point in time after the start of the game, the system controls the game to produce a second game effect that is detrimental to the user, such as causing the stacked first objects to collapse or reducing parameters such as health associated with the second object controlled by the user (damaging the second object). At this time, the system controls the game to inflict damage on the user (more precisely, the second object controlled by the user) in proportion to the number of stacked first objects. In addition, the system controls the game to reduce the number of stacked first objects by a first number, and if a predetermined number of first objects move based on the first operation information, the system controls the game to reduce the number of first objects by a second number, which is smaller than the first number. (d) If the number of stacked first objects reaches a predetermined number before the stacked first objects reach a predetermined height, control is implemented to activate a third game effect that changes the difficulty of the game, such as granting the user a specific skill.

[0069] (Notification Department) The notification unit 60 communicates with the user terminal 12 to distribute various game information (data) stored in the storage unit 30 to the user terminal 12 and notifies the user of this information by image, video, or audio. As shown in Figure 7, the notification unit 60 includes, in particular, a first notification unit 61 that notifies the user terminal 12 of first information, a second notification unit 62 that notifies the user terminal 12 of second information, a third notification unit 63 that notifies the user terminal 12 of third information, and a fourth notification unit 64 that notifies the user terminal 12 of fourth information. In addition, the information notified by the notification unit 60 also includes information necessary for the user to play the game, such as information on the start of recruitment for co-op play, information on applications for co-op play and the acceptance or rejection of such applications.

[0070] (Display Control Unit) The display control unit 70 communicates with the user terminal 12 to distribute game information (data) stored in the memory unit 30, which is necessary for the user to progress through the game during gameplay, to the user terminal 12, and displays the game screen 80, that is, a screen that reflects the results of information processing by the game control unit 50. In particular, during co-op play, the display control unit 70 displays guide objects based on second operation information on at least the user terminal 12 used by the first user. The game information that the display control unit 70 displays on the user terminal 12 also includes various information notified by the notification unit 60.

[0071] The configurations of server 10 and user terminal 12 have been described above. While server 10 and user terminal 12 generally possess various other functions, only the characteristic functions that contribute to the effectiveness of the information processing system S in this invention will be described here. Other known functions will not be illustrated or described.

[0072] <Information processing flow related to one embodiment of the present invention> Next, with reference to Figures 13 to 23, the flow of information processing performed in the information processing system S having the above configuration (hereinafter referred to as the information processing flow) will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S, which functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. Note that the information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of execution of steps changed, without departing from the spirit of the present invention.

[0073] [Information Processing Flow] First, let's explain the basic information processing flow related to game progression. This information processing flow begins when a user logs in, selects a game to play, and chooses either solo or co-op play. This information processing flow proceeds, for example, according to the flow shown in Figure 13.

[0074] As shown in Figure 13, first, the server 10 (specifically, the game control unit 50; the same applies hereinafter), which is a computer, sets up a deck containing multiple second objects based on the deck formation information obtained from the user terminal 12 operated by the user (S101). Once the deck setting is complete, the server 10 executes wave control processing (S102) and starts the wave. Details of the wave control processing (S102) will be described later. Then, when a wave ends, server 10 determines whether the user has cleared the wave (S103). If it determines that the user has cleared the wave (S103:YES), it then determines whether the user has cleared all the waves that make up the game (S104). If it determines that all waves have been cleared (S104:YES), it sets the game as cleared (S105), grants the user a clear reward (S106), and terminates the process. On the other hand, if server 10 determines that it has not yet cleared all waves, that is, that there are still waves remaining (S104: NO), it executes wave control processing again (S102) and starts the next wave. Furthermore, if it is determined that the wave could not be cleared (S103: NO), the game is set to over (S107) and the process is terminated. The above is an example of the information processing flow of the present invention.

[0075] [Wave control processing] Next, an example of wave control processing will be described based on Figure 14. Wave control processing is a process performed on server 10 (mainly game control unit 50, etc.) and is performed in step S102 of the above information processing flow. Specifically, it is a process performed for each wave, which provides the user with a wave play environment and allows the user to play the wave.

[0076] First, server 10 executes the first object movement process (S201). Details of the first object movement process (S201) will be described later. Next, the server 10 determines whether the stacked first objects have reached a predetermined height (attack line) as a result of executing the first object movement process (S202). If it determines that the predetermined height has been reached (S202: YES), it then executes the first game effect execution process (attack against enemy objects) (S203). Details of the first game effect execution process (S203) will be described later. Then, after the first game effect is activated, server 10 determines whether the wave clear conditions have been met (S204). If it determines that the wave clear conditions have been met (S204: YES), that is, if all enemy objects that appeared in the wave have been defeated, it sets the wave clear as successful (S205) and terminates processing.

[0077] On the other hand, if server 10 determines that the stacked first objects have not yet reached a predetermined height (S202: NO), it then determines whether the number of stacked first objects has reached a predetermined number (S206). If server 10 determines that the predetermined number has been reached (S206: YES), it then executes the third game effect activation process (activation of a skill or ability) (S207). If it determines that the predetermined number has not yet been reached (S206: NO), it proceeds to the next process. Details of the third game effect activation process (S207) will be described later. Server 10 then determines whether a predetermined time (including a predetermined number of turns) has elapsed (S208).

[0078] Then, if Server 10 determines that the wave clear conditions have not yet been met (S204: NO), or if it determines that a predetermined time has elapsed (S208: YES), it executes the second game effect activation process (attack from enemy objects) (S209). Details of the second game effect activation process (S209) will be described later. Then, after the second game effect is activated, server 10 determines whether the user can continue playing the wave (S210). If it determines that the user cannot continue playing (S210: NO), that is, if the health (deck HP) of the second object included in the deck becomes zero, or if the playable time set for the wave has elapsed or the number of playable turns has been used up, it sets the wave clear as a failure (S211) and terminates the process.

[0079] On the other hand, if Server 10 determines that the predetermined time has not yet elapsed (S208: NO), or if it determines that play can continue (S210: YES), it executes the first object movement process again (S201) and starts the next turn. In other words, unless the wave is cleared successfully (S205) or fails to clear successfully (S211) and the wave ends, processes S201 to S210 are repeatedly executed within the same wave. The above is an example of wave control processing.

[0080] [First object movement process] Next, an example of the first object movement process will be described based on Figure 15. The first object movement process is a process executed in the server 10 (mainly the game control unit 50, etc.) and is performed in step S201 of the wave control process described above. Specifically, it is a process that drops the first object, moves the falling first object according to the first operation information based on the user's movement operation, and stacks it on top of the first object or a predetermined object that is already stacked.

[0081] First, the server 10 selects a first object to drop randomly or according to a predetermined rule (S301), and drops the selected first object from above the game screen 80 (S302). At this time, the server 10 may also select multiple first objects (for example, two, or in the case of co-op play, one first object for each user, or one first object for each playable turn set in the wave), and drop them in order from among the selected first objects.

[0082] Next, when the server 10 obtains first operation information from the user terminal 12 operated by the user (S303:YES), it moves the falling first object based on the obtained first operation information (S304). On the other hand, if the first operation information has not been obtained (S303:NO), the first object is allowed to fall naturally.

[0083] Then, if the server 10 finds that the falling or moving first object has come into contact with the stacked first object, a designated object, or an area outside the designated object (including invisible lines set at both ends of the game screen 80) (S305:YES), the server 10 determines whether or not the first object has been successfully stacked based on the point of contact and the weight, center of gravity, and surface friction force of the falling or moving first object (S306). If it determines that the stacking has been successful (S306:YES), the server 10 stacks the first object in that position (S307) and terminates the process. On the other hand, if the server 10 determines that the stacking has failed (S306:NO), it removes the first object from the game screen 80 (S308) and terminates the process. Note that contact with an area outside the designated object is included in the case of stacking failure. If the first object, which is falling or moving, is not in contact with any stacked first objects, etc. (S305: NO), then the processes in S303 to S304 are repeated. The above is an example of the first object movement process.

[0084] [First game effect activation process] Next, an example of the first game effect activation process will be explained based on Figure 16. The first game effect activation process is a process executed on server 10 (mainly game control unit 50, etc.) and is performed in step S203 of the wave control process described above. Specifically, it is a process in which the user attacks an enemy object when the stacked first object reaches a predetermined height which is the attack line.

[0085] First, Server 10 secures the stacked first objects to prevent them from collapsing (S401), identifies the number of stacked first objects (S402), identifies the attributes of the second object on which the last first object was stacked (S403), identifies the attributes and stacked position of the last first object (S404), identifies the enemy object to be attacked (S405), and identifies the attributes of the enemy object and the location where the enemy object is located (S406). Then, based on the identified information, server 10 determines the content of the first game effect (S407), and based on the determined content of the first game effect, reduces the enemy object's health parameter (enemy HP) (S408). Note that "identification" includes reading the target data from memory unit 30 and identifying it (the same applies hereinafter). The above is an example of the process for applying the first game effect.

[0086] [Second game effect activation process] Next, an example of the process for activating the second game effect will be explained based on Figure 17. The second game effect activation process is a process executed on server 10 (mainly game control unit 50, etc.) and is performed in step S209 of the wave control process described above. Specifically, it is a process in which the user is attacked by an enemy object after attacking an enemy object, or after a predetermined time has elapsed from a predetermined point in time.

[0087] First, server 10 identifies the number of stacked first objects (S501), identifies parameters such as the attack power of enemy objects (S502), and identifies parameters such as the defense power of second objects included in the deck (S503). Then, based on the information identified above, Server 10 determines the content of the second game effect (S504), and based on the content of the determined second game effect, it knocks down the stacked first objects (S505) and reduces the health parameter (deck HP) of the second objects included in the deck (S506). The above is an example of the process for applying the second game effect.

[0088] [Third game effect activation process] Next, an example of the process for applying the third game effect will be explained based on Figure 18. The third game effect activation process is a process executed in server 10 (mainly game control unit 50, etc.) and is performed in step S207 of the wave control process described above. Specifically, when the stacked first objects reach a predetermined number, it is a process that changes the difficulty of the game based on the special abilities such as skills or abilities possessed by the second object.

[0089] First, Server 10 identifies the special ability of the target second object from among the second objects included in the deck (S601). Then, based on the information identified above, server 10 determines the content of the third game effect (S602), and if the determined third game effect is activated automatically like a special ability (such as an attack power increase) (S603:YES), it proceeds to execute processing based on the content of the third game effect (S604). On the other hand, if the third game effect is not activated automatically like a special ability (such as a skill that fixes the first objects together) (S603:NO), server 10 executes processing based on the content of the third game effect based on the skill activation instruction information obtained from the user terminal 12 operated by the user (S605) (S604). The above is an example of the process for applying the third game effect.

[0090] [First notification process] Next, an example of the first notification process will be described based on Figure 19. The first notification process is a process executed on server 10 (mainly the first notification unit 61, etc.) that notifies the user of the first information during gameplay (more precisely, when it is possible to reach a predetermined height depending on how the first object being moved is stacked).

[0091] First, server 10 calculates compatibility A between the attributes of the first object currently falling (including moving) and the attributes of the second object to which a predetermined order is associated (S701), and then calculates compatibility B between the attributes of the first object scheduled to fall and the attributes of the second object to which a predetermined order is then associated (S702). The server 10 then compares compatibility A and compatibility B. If compatibility B is better than compatibility A, that is, if there is a possibility of a first game effect that is advantageous to the user (S703: YES), the server 10 notifies the user as first information that it would be advantageous to reach a predetermined height with the first object that is scheduled to fall next, that is, the first object that is handled by the next second object (S704), and then terminates the process. If compatibility A is better than compatibility B (S703: NO), the server terminates the process without notifying the user of the first information. The above is an example of the first notification process.

[0092] [Second notification process] Next, an example of the second notification process will be explained based on Figure 20. The second notification process is a process executed on server 10 (mainly the second notification unit 62, etc.) that notifies the user of second information during gameplay (more precisely, when it is possible to reach a predetermined height depending on how the first object being moved is stacked).

[0093] First, server 10 identifies the shape of the first object currently in motion (S801) and then identifies the shape of the stacked first objects (S802). The server 10 then calculates the stacking method that will reach the predetermined height (S803). If the calculation shows that the predetermined height can be reached depending on how the currently falling first object is stacked (S804: YES), the server 10 notifies the user as second information that the predetermined height can be reached by stacking the currently moving first object, or how the currently moving first object should be stacked to reach the predetermined height (S805), and then terminates the process. If there is no possibility of reaching the predetermined height (S804: NO), the process terminates without notifying the user of the second information. The above is an example of the second notification process.

[0094] [Third Notification Process] Next, an example of the second notification process will be explained based on Figure 21. The third notification process is a process executed on server 10 (mainly the third notification unit 63, etc.) that notifies the user of third information during gameplay (more precisely, in situations where wave clearing is possible depending on how the first object is stacked while moving).

[0095] First, server 10 identifies the shape of the first object currently in motion (S901) and then identifies the shape of the stacked first objects (S902). The server 10 then calculates the stacking method required to reach a predetermined height (S903). If the calculation indicates that the predetermined height can be reached depending on how the currently falling first object is stacked (S904: YES), the server 10 calculates whether a wave clear is possible based on the expected effects of the first game and the relationship between the enemy object's health parameter (enemy HP) (S905). If the server determines that a wave clear is possible (S906: YES), it notifies the user as third-party information that a wave clear is possible by stacking the currently moving first object, or how to stack the currently moving first object to make a wave clear possible (S907), and then terminates the process. If there is no possibility of reaching the predetermined height (S904: NO), or if the server determines that a wave clear is impossible (S906: NO), the server terminates the process without notifying the user of the third-party information. The above is an example of the third notification process.

[0096] [Fourth Notification Process] Next, an example of the fourth notification process will be explained based on Figure 22. The fourth notification process is a process executed on server 10 (mainly the fourth notification unit 64, etc.) that notifies the user of the fourth information during cooperative play.

[0097] First, server 10 identifies the number of users X participating in the co-op play (S1001), and identifies X first objects that are scheduled to fall within 1 to X turns (S1002). Then, server 10 notifies the user of information regarding the attributes and shapes of X first objects that will fall within 1 to X turns as fourth information (S1003), and terminates processing. The above is an example of the fourth notification process. The fourth notification process is repeated throughout the cooperative play session.

[0098] [Display Processing] Next, an example of the display process will be explained based on Figure 23. Display processing refers to processing performed on server 10 (mainly the display control unit 70). Specifically, in co-op play, it is the process of displaying guide objects in response to second operation information based on instruction operations performed by the second user to the first user to indicate the movement position of the first object.

[0099] As shown in Figure 23, first, when the computer server 10 (specifically, the information acquisition unit 40) acquires second operation information from the user terminal 12 operated by the second user (S1101:YES), the server 10 identifies the movement position of the first object instructed by the second operation information, that is, the position where the first object is designated to be stacked (S1102), generates data to display a guide object at that position (S1103), and transmits the generated data to the user terminal 12 operated by the first user (S1104). On the other hand, if the server 10 has not acquired second operation information (S1101:NO), the process ends there. The above is an example of the display process. More precisely, the display process is repeated whenever a second user obtains second operation information based on their instructions during cooperative play.

[0100] <Other Embodiments> To date, the information processing apparatus, information processing method, and program of the present invention have been described with specific examples. However, the above embodiments are merely examples, and the present invention is not limited to the above embodiments; other embodiments are also conceivable.

[0101] In the above embodiment, a server computer for game data distribution (i.e., server 10) functions as the information processing device of the present invention, but the invention is not limited to this, and some of the functions of server 10 may be provided on the user terminal 12. For example, some or all of the functions of game control unit 50 may be provided on the user terminal 12.

[0102] Furthermore, in the above embodiment, user information and the like are stored and held on a server computer for game data distribution (i.e., server 10). However, a separate database server (not shown) may be provided and the information may be stored collectively on that database server, or it may be stored on the user terminal 12 side.

[0103] Furthermore, in the above embodiment, the first object is configured to be randomly selected and fall from the top of the game screen 80, but the system is not limited to this. For example, the first object may be configured to fly out from any direction, up, down, left, or right. Alternatively, the user may be able to select the first object that falls to them, or the user may be given a collection of first objects and be able to select which first objects to stack from among them, that is, to arbitrarily select from the pieces the user has.

[0104] The genre (classification) of the game is not particularly limited. Games include, for example, social games that can be used with only a web browser and an SNS (Social Networking Service) account. In this embodiment, users can enjoy all functions for free in principle, but some functions may be limited and can be used by paying a predetermined fee. In addition, various conditions may be set to give users an advantage when playing the game if they pay a predetermined fee. This fee may be based on a pay-per-use system, or it may be a one-time payment that is effective for a certain period (for example, one month or one year) for the user (subscription).

[0105] <Summary> The main features of the information processing apparatus, information processing method, and program according to the embodiment described above are as follows.

[0106] [1] The information processing device according to this embodiment includes an information acquisition unit that acquires first operation information based on a movement operation performed by a user to move a first object, and a game control unit that, based on the first operation information, when the first objects stacked on top of a predetermined object reach a predetermined height, performs a first game effect according to the number of first objects stacked. According to the information processing device described above, when the first object is stacked to a predetermined height, a game effect is generated according to the number of first objects stacked. This allows the user to enjoy various strategies in stacking the first objects, not only by stacking them in a balanced manner, but also by stacking them quickly to reach the predetermined height as soon as possible, and by stacking as many first objects as possible to reach the predetermined height. Thus, the game's appeal is enhanced, and the user's satisfaction with the gameplay can be improved.

[0107] [2] In the above-described information processing device, the game control unit exerts a first first game effect if the number of first objects stacked to a predetermined height is less than or equal to a first value, and exerts a second first game effect which is more advantageous to the user than the first first game effect if the number of first objects stacked to a predetermined height is greater than the first value (second value). This allows users to not only quickly stack the first object to reach a predetermined height, but also to stack more first objects to reach that height in order to obtain a more advantageous first game effect, thus allowing them to enjoy various strategies in how they stack the first object. Therefore, the game's appeal can be further enhanced, and user satisfaction with the gameplay can be further improved.

[0108] [3] In the above-described information processing device, if a predetermined amount of time has elapsed since the start of the game before the first stacked object reaches a predetermined height, the game control unit will exert a second game effect that is detrimental to the user. This means that while users need to stack more first objects to reach a predetermined height, they also need to stack the first objects quickly to reach that height before a predetermined time elapses, allowing them to enjoy a greater variety of strategies in how they stack the first objects. Thus, the game's appeal is further enhanced, and user satisfaction with the gameplay can be further improved.

[0109] [4] In the above-mentioned information processing device, the game control unit inflicts damage as a second game effect, corresponding to the number of stacked first objects. As a result, if too many first objects are stacked up for a set amount of time, the disadvantage becomes significant. Therefore, users need to stack more first objects to reach the predetermined height, but they also need to decide when to reach that height, which increases the strategic aspect of stacking the first objects and allows them to enjoy various tactics even more. Thus, the game's appeal is further enhanced, and user satisfaction with the gameplay can be further improved.

[0110] [5] In the above-described information processing device, the game control unit, as a second game effect, reduces the number of stacked first objects by a first number, and when a predetermined number of first objects move based on the first operation information, reduces the number of first objects by a second number smaller than the first number. This creates differences in the magnitude of disadvantages, resulting in more varied gameplay and allowing users to enjoy various strategies in stacking the first object. Therefore, it can further enhance the game's appeal and improve user satisfaction with gameplay.

[0111] [6] The above-mentioned information processing device, specifically the game control unit, exhibits a third game effect that changes the difficulty of the game if the number of stacked first objects reaches a predetermined number before the stacked first objects reach a predetermined height. This allows users to enjoy various strategies in stacking the first object, such as how many first objects to stack to reach a predetermined height in order to obtain the third game effect. Therefore, the game's appeal can be further enhanced, and user satisfaction with the gameplay can be further improved.

[0112] [7] In the above-described information processing device, a predetermined order for stacking the first objects is associated with a plurality of second objects, and the game control unit changes the first game effect according to the attributes of the second object corresponding to the first object when the stacked first objects reach a predetermined height. This introduces an element of chance based on the order in which the first and second objects are placed, resulting in a more varied gameplay experience. Users can enjoy various strategies in how they stack the first objects, thereby enhancing the game's appeal and increasing user satisfaction.

[0113] [8] The above-described information processing device has a first notification unit that notifies a user performing a move operation on a first object of first information based on the attributes of a second object corresponding to the first object and the attributes of other second objects that are associated with a predetermined order after the second object. This allows users to determine when to reach a predetermined height based on the initial information and make appropriate play choices according to the situation, thus allowing them to enjoy various strategies in how to stack the first object even more. Therefore, it can further enhance the enjoyment of the game and further improve user satisfaction with gameplay.

[0114] [9] The above-described information processing device has a second notification unit that notifies the second information if it is possible to reach a predetermined height by stacking the first moving objects, and does not notify the second information if it is not possible to reach a predetermined height by stacking the first moving objects. This allows users to determine, based on the second piece of information, when it is possible to reach a predetermined height, and to make appropriate play choices when the predetermined height is reached. As a result, they can enjoy a wider range of strategies in stacking the first object. Therefore, the game's appeal can be further enhanced, and user satisfaction with the gameplay can be further improved.

[0115]

[10] The above-mentioned information processing device has a third notification unit that notifies third information when the clear condition is reached by stacking the first moving objects, and does not notify third information when the clear condition is not reached by stacking the first moving objects to a predetermined height. This allows users to determine whether they can reach the clear conditions based on third-party information and make appropriate play choices in situations where they can reach the clear conditions, thus allowing them to enjoy various strategies in stacking the first object even more. Therefore, the game's appeal can be further enhanced, and user satisfaction with the gameplay can be further improved.

[0116]

[11] The above-mentioned information processing device, specifically the game control unit, changes the first game effect according to the position where the stacked first objects are stacked when the stacked first objects reach a predetermined height. This adds a strategic element, such as deciding where to place the first object for maximum effectiveness, making the game more varied and allowing users to enjoy various tactics in stacking the first object. Therefore, it can further enhance the game's appeal and increase user satisfaction with gameplay.

[0117]

[12] In the above-described information processing device, the first game effect is an effect that attacks a predetermined enemy object, and the game control unit changes the target of the attack that exerts the first game effect according to the position where the stacked first objects are stacked when the stacked first objects reach a predetermined height. This adds a strategic element, such as deciding where to place the first object for maximum effectiveness, making the game more varied and allowing users to enjoy various tactics in stacking the first object. Therefore, it can further enhance the game's appeal and increase user satisfaction with gameplay.

[0118]

[13] In the above-described information processing device, when multiple users play the game together, the information acquisition unit acquires first operation information from the multiple users in order, and when the first object stacked based on the first operation information from one of the multiple users reaches a predetermined height, the game control unit exerts a first game effect in proportion to the number of first objects stacked jointly by the multiple users. This allows multiple users to play together, and enables more strategic interaction among them in how they stack the first object. Therefore, it can further enhance the game's appeal and improve user satisfaction with the gameplay.

[0119]

[14] In the above-described information processing device, the information acquisition unit acquires second operation information based on an instruction operation performed by a second user who is not performing a movement operation on the first object to indicate the movement position of the first object to a first user who is performing a movement operation on the first object, and has a display control unit that causes a guide object based on the second operation information to be displayed on at least an information terminal used by the first user. This allows multiple users to play together, promoting communication and enabling more strategic gameplay in stacking the first object. Therefore, it further enhances the game's appeal and increases user satisfaction.

[0120]

[15] The above-mentioned information processing device has a fourth notification unit that, when different types of first objects appear, notifies the number of users of fourth information regarding the types of first objects that will appear in the future. This allows multiple users to play together, and the more users playing together, the more advantageous the game becomes. This allows for more strategic gameplay and enjoyment in how to stack the first object among many users. Therefore, it can further enhance the game's appeal and increase user satisfaction.

[0121]

[16] Furthermore, according to the information processing method of this embodiment, the computer acquires first operation information based on a movement operation performed by the user to move the first object, and the computer, based on the first operation information, exerts a first game effect in proportion to the number of stacked first objects when the stacked first objects reach a predetermined height. According to the information processing method described above, when the first object is stacked to a predetermined height, a game effect is generated corresponding to the number of first objects stacked. This allows the user to enjoy various strategies in stacking the first objects, not only by stacking them in a balanced manner, but also by stacking them quickly to reach the predetermined height as soon as possible, and by stacking as many first objects as possible to reach the predetermined height. Thus, the game's appeal is enhanced, and the user's satisfaction with the gameplay can be improved.

[0122]

[17] Furthermore, according to the program of this embodiment, the computer is made to acquire first operation information based on a movement operation performed by the user to move the first object, and based on the first operation information, when the first objects stacked on top of a predetermined object reach a predetermined height, the computer is made to perform a first game effect in proportion to the number of first objects stacked. According to the program described above, when the first object is stacked to a predetermined height, a game effect is triggered depending on the number of first objects stacked. This allows users to enjoy various strategies in stacking the first objects, not only by stacking them in a balanced manner, but also by stacking them quickly to reach the predetermined height, and even by stacking as many first objects as possible to reach the predetermined height. Thus, the game's appeal is enhanced, and user satisfaction with the gameplay can be improved. [Explanation of symbols]

[0123] 10 servers 12 User terminals 14 Networks 21 processors 22 memory 23 Communication Interfaces 24 storage 25 buses 30 Storage section 31 Game Information Storage Unit 32 User information storage unit 40 Information acquisition department 50 Game Control Unit 60 Notification Department 61 First Notification Department 62 Second Notification Department 63 Third Notification Department 64 4th Notification Department 70 Display Control Unit 80 Game Screen 81 Deck display area 82 Deck HP display area 83 Enemy HP display area 84 Time limit display area 85 Next block display area S Information Processing System

Claims

[Claim 1] An information acquisition unit that acquires first operation information based on a movement operation performed by the user to move the first object, Based on the first operation information, when the first object stacked on top of a predetermined object reaches a predetermined height, a game control unit provides a first game effect according to the number of stacked first objects, An information processing device having