Game Program

The game program introduces new event elements and conditions for triggering skills, addressing the lack of variety in puzzle games, enhancing user engagement and gameplay dynamics.

JP2026112682APending Publication Date: 2026-07-07NHN PLAYART

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NHN PLAYART
Filing Date
2024-12-25
Publication Date
2026-07-07

AI Technical Summary

Technical Problem

Existing puzzle games lack variety and innovation in gameplay mechanics, particularly in the activation of skills and special events, which are crucial for enhancing user engagement and enjoyment.

Method used

A game program that introduces new event elements by triggering first and second events based on specific conditions, awarding points, and allowing for the interruption of the first event when certain criteria are met, thereby providing a novel gaming experience.

Benefits of technology

The implementation of these new event elements enhances user engagement by offering a fresh and dynamic gameplay experience, improving the efficiency of point accumulation without monotony, even for skilled players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide users with a puzzle game that offers a novel gaming experience. [Solution] A game program that causes a computer to run a puzzle game in which the user manipulates multiple puzzle elements, wherein the game program causes a first event having a predetermined number of turns when a first condition is met during the progress of the puzzle game, causes a second event when a second condition is met during the occurrence of the first event, and when a third condition is met with respect to the second event before the predetermined number of turns is completed, interrupts the first event, and after interrupting the first event, causes the computer to award game points to the user according to the remaining number of turns.
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a puzzle game executable on a mobile terminal such as a smartphone, a game combining puzzle elements and battle elements between characters is known. For example, Patent Document 1 discloses a game in which a puzzle area including a plurality of puzzle elements is arranged on a game screen, and enemy characters are arranged in the puzzle area. The puzzle game disclosed in Patent Document 1 is configured to compete for game points obtained while attacking enemy characters by operating puzzle elements.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the above-described puzzle game, a "skill" can be activated by operating puzzle elements to satisfy a predetermined condition. When the skill is activated, a special effect corresponding to the skill appears, and more puzzle elements can be erased than usual, or a large amount of damage can be inflicted on enemy characters. Such special events such as the activation of skills are important for adding variety to the fun of the game and there is room for further improvement.

[0005] An object of one embodiment of the present disclosure is to provide a puzzle game that gives users a new gaming experience by introducing new event elements into the puzzle game.

Means for Solving the Problems

[0006] One embodiment of the present disclosure is a game program that causes a computer to execute a puzzle game which progresses as the user manipulates multiple puzzle elements. The game program causes the computer to execute the following actions when a first condition is met during the progress of the puzzle game: when a first condition is met, a first event having a predetermined number of turns is generated; when a second condition is met during the occurrence of the first event, a second event is generated; when a third condition is met with respect to the second event before the predetermined number of turns is completed, the first event is interrupted; and after the first event is interrupted, game points corresponding to the remaining number of turns are awarded to the user.

[0007] The above game program may further cause the computer to execute the first event when a predetermined number of turns have been completed.

[0008] In the above game program, the first condition may be that the first event points associated with the first event have reached a predetermined value.

[0009] In the above game program, the second condition may be that the second event points associated with the second event have reached a predetermined value.

[0010] In the game program described above, the first and second event points may be awarded to the user when a group of puzzle elements is formed in which multiple puzzle elements of the same attribute are connected in a series.

[0011] In the above game program, the puzzle elements may be formed by user actions or by rearranging multiple puzzle elements.

[0012] In the game program described above, the attributes of the puzzle element associated with the first event point may differ from the attributes of the puzzle element associated with the second event point.

[0013] In the above game program, the third condition may be that the number of occurrences of the second event reaches a predetermined number, or that the number of game points earned by the user through the second event reaches a predetermined value.

[0014] In the game program described above, the first and second events may be the activation of skills. [Effects of the Invention]

[0015] According to one embodiment of this disclosure, it is possible to provide a puzzle game that gives users a novel gaming experience. [Brief explanation of the drawing]

[0016] [Figure 1] This is a block diagram showing the configuration of a communication system in one embodiment of the present disclosure. [Figure 2] This is a block diagram showing the configuration of a communication device in one embodiment of the present disclosure. [Figure 3] This is a block diagram showing the server configuration in one embodiment of the present disclosure. [Figure 4] Block diagram showing the game processing function of a communication device in one embodiment of the present disclosure. [Figure 5] This is a block diagram showing the game processing function of a server in one embodiment of the present disclosure. [Figure 6] This figure shows an example of a game image for a puzzle game in one embodiment of the present disclosure. [Figure 7] This figure shows an example of a game image for a puzzle game in one embodiment of the present disclosure. [Figure 8] This figure shows an example of a game image for a puzzle game in one embodiment of the present disclosure. [Figure 9] This figure shows an example of a game image for a puzzle game in one embodiment of the present disclosure. [Figure 10] This figure shows an example of a game image for a puzzle game in one embodiment of the present disclosure. [Figure 11]It is a diagram showing an example of a game image of a puzzle game in one embodiment of the present disclosure.

Embodiment for Carrying Out the Invention

[0017] Hereinafter, a game program (specifically, a program for image control of a puzzle game), which is one embodiment of the present disclosure, will be described with reference to the drawings. However, the present disclosure can be implemented in many different ways. That is, the present disclosure is not construed as being limited to the description of the embodiments shown below. In the drawings referred to in this embodiment, the same reference numerals or reference numerals with an alphabet appended after the same reference numerals are used for the same parts or parts having the same functions, and repeated descriptions thereof are omitted.

[0018] In this specification and the claims, each term is defined as follows.

[0019] A "game image" is an image representing the progress of a game displayed on a display. In the case of a puzzle game, a game image including a puzzle area in which a plurality of puzzle elements are arranged is displayed on the display. A game user (hereinafter simply referred to as "user") can perform a game operation by performing a touch operation on a part of the game image.

[0020] A "puzzle area" is an area in a game image where multiple puzzle elements are supplied. Users interact with the puzzle elements by touching them, rearranging or connecting them within the puzzle area to remove them. The removal of puzzle elements also includes events (e.g., skill execution). A virtual external force (e.g., virtual gravity) acts on the puzzle area from top to bottom. Therefore, each puzzle element placed in the puzzle area moves downward to fill any empty space below it. When an empty space is created above the puzzle area PA due to the downward movement of puzzle elements, a new puzzle element is added from outside the area above the puzzle area PA. The puzzle game progresses by repeatedly removing and supplying puzzle elements within the puzzle area in this way. However, the puzzle area may also be controlled so that surrounding puzzle elements move to fill any empty space detected, even if a virtual external force is not set.

[0021] A "puzzle element" refers to an object that functions as an individual puzzle piece (specifically, an image of a game that is manipulated or processed). As will be described later, puzzle elements include puzzle elements with various attributes (for example, color, shape, or type).

[0022] A "turn" is a unit of game progression. Specifically, it refers to a series of events from the user's manipulation of puzzle elements until those elements are removed and rearranged. If a chain reaction occurs during this process, the turn ends when the chain reaction ends and the rearrangement of the puzzle elements is complete. A "chain reaction" is an event in which a new set of puzzle elements is formed independently of user actions through the rearrangement of puzzle elements that occurs after the removal of a set of puzzle elements (described later).

[0023] A "skill" is a special action that can be performed when certain conditions are met during the progress of a puzzle game. Executing a skill is an example of an event that occurs during the game. Various skills can be set. When a skill is executed, various special effects (also called skill effects) are produced, such as the effect of eliminating multiple puzzle elements at once, the effect of changing the attributes of puzzle elements, the effect of changing the number of turns or time limit in the puzzle game, or the effect of increasing the game points earned by the user. Skills may also be associated with the type of puzzle element as an attribute of the puzzle element. For example, a specific character may be assigned to a puzzle element, and different skills may be associated with that character.

[0024] "Game points" are the points earned by the user within the puzzle game. When puzzle elements within the puzzle area are removed, the user is awarded game points calculated based on the manner of removal (number of puzzle elements removed at once, whether there was a chain reaction, the types of puzzle elements removed, etc.). Game points are accumulated until the puzzle game ends, and the total number of game points earned by the user at the end becomes the user's game score.

[0025] "Event points" are points required to trigger events within the puzzle area during the puzzle game. When puzzle elements are removed, event points are awarded to the user, separate from the game points mentioned above. When event points reach a predetermined value, an event can be triggered. Event points can be associated with the attributes of puzzle elements, and the amount of event points awarded may differ depending on the attributes of the removed puzzle elements. "Skill points SP," which will be described later, are points required to perform skills and are an example of event points.

[0026] "Touch operation" refers to an operation performed by a user by touching a touch panel or similar device with their finger or a stylus pen (hereinafter referred to as "indicator"). "Tap operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is short. "Long press operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is longer than that of a tap operation. "Slide operation" refers to an operation in which the point of contact is moved while maintaining contact with the indicator (an operation involving a change in the coordinates of the point of contact). Among slide operations, operations in which the contact time of the indicator is long are sometimes called swipe operations. Also, among slide operations, operations in which the contact time of the indicator is short are sometimes called flick operations.

[0027] A "program" refers to an instruction or set of instructions executed by a processor in a computer equipped with a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or client), "computer" refers to the server (or client). Also, when a "program" is executed through distributed processing between a server and a client, "computer" includes both the server and the client. In this case, "program" includes "the program executed on the server" and "the program executed on the client." Similarly, when a "program" is processed in a distributed manner across multiple servers, "computer" includes multiple servers, and "program" includes each program executed on each server.

[0028] In this specification and the description of the drawings, when it is necessary to distinguish each puzzle element individually, a number may be added after a common noun to distinguish them from one another. However, when it is not necessary to distinguish each puzzle element in the description, only the common noun may be used.

[0029] <First Embodiment> [Communication system configuration] Figure 1 is a block diagram showing the configuration of a communication system 1000 in one embodiment of the present disclosure. The communication system 1000 includes a communication device 100 and a server 500. The communication device 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system consisting of a client, the communication device 100, and a server 500.

[0030] The communication device 100 is, for example, a mobile terminal such as a smartphone. By connecting to a network NW, the communication device 100 can communicate with the server 500 or other communication devices. The communication device 100 can have a game program installed. By running the game program installed on the communication device 100, a puzzle game is provided in which each puzzle element can be manipulated according to the user's input.

[0031] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed on the communication device 100. Furthermore, the game program may be provided already recorded on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, magneto-optical recording medium, or semiconductor memory. In this case, the communication device 100 may be any information processing device equipped with a device for reading the recording medium.

[0032] The game program can be executed in any of the following ways: by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the role of execution (so-called distributed processing).

[0033] Server 500 is an information processing device that provides game programs and various services to the communication device 100. These services include, for example, login processing and synchronization processing when running online games on the communication device 100. Other services may include, for example, social networking services (SNS) and billing processing. The game program is recorded in a storage device included in Server 500, a recording medium readable by Server 500, or a database accessible to Server 500 via a network NW. In Figure 1, Server 500 is shown as a single information processing device, but it may be composed of multiple information processing devices.

[0034] [Configuration of the G device] Figure 2 is a block diagram showing the configuration of a communication device 100 in one embodiment of the present disclosure. The communication device 100 in this embodiment includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, an audio input / output unit 109, and a notification unit 110. However, the communication device 100 is not limited to including all of these elements.

[0035] The control unit 101 includes a processor (arithmetic processing unit) such as a CPU (Central Processing Unit) and a storage device such as RAM. The control unit 101 executes programs stored in the storage unit 102 using the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.

[0036] The memory unit 102 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 102 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 102.

[0037] The display unit 103 has a display area that displays various display images (for example, game images, etc.) in accordance with the control of the control unit 101. The display unit 103 is a display device such as a liquid crystal display or an organic EL display.

[0038] The operation unit 104 is an operating device that outputs signals (for example, signals indicating commands or information) to the control unit 101 in response to user operations. The operation unit 104 is a touch sensor located on the surface of the display unit 103. The operation unit 104, when combined with the display unit 103, constitutes a touch panel. Commands or information corresponding to user operations are input to the communication device 100 by the user touching the operation unit 104 with their finger or an object such as a stylus pen. However, the operation unit 104 may also include switches located on the housing of the communication device 100.

[0039] The sensor unit 105 is a device that collects information about the movement of the communication device 100, the environment surrounding the communication device 100, etc., and converts it into a signal. In this embodiment, the sensor unit 105 is, for example, an acceleration sensor. The control unit 101 acquires information about the movement of the communication device 100 (for example, tilt, vibration, etc.) based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.

[0040] The imaging unit 106 is an imaging device (camera) that converts the image of the object to be imaged into a signal. The communication device 100 generates image files (including still image files and video files) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads identification codes such as one-dimensional codes or two-dimensional codes.

[0041] The position detection unit 107 detects the position of the communication device 100 based on the position information. In this embodiment, the position detection unit 107 detects the position of the communication device 100 using GNSS (Global Navigation Satellite System).

[0042] The communication unit 108 is a wireless communication module that, under the control of the control unit 101, connects to the network NW and transmits and receives information with other communication devices, such as a server 500 connected to the network NW. The communication unit 108 may also include a communication module that performs infrared communication, short-range wireless communication, etc.

[0043] The sound input / output unit 109 handles sound input and output. For example, sound input is performed by the microphone of the sound input / output unit 109. Sound output is performed by the speaker of the sound input / output unit 109. In addition to communication with other communication devices, the sound input / output unit 109 can also be used to collect external sounds or output voices or sound effects associated with game progress.

[0044] The notification unit 110 notifies the user of the status of the communication device 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the user of the status of the communication device 100 using light, sound, or vibration. For example, the notification unit 110 can notify the user of whether or not communication with an external device is taking place by flashing a lamp or vibrating the entire casing. The vibration of the entire casing is performed by a vibrator in the notification unit 110. The notification unit 110 can also notify the user of events that occur as the game progresses. For example, the notification unit 110 can notify the user using light, sound, or vibration that puzzle elements supplied to the puzzle area have met predetermined conditions.

[0045] [Server Configuration] Figure 3 is a block diagram showing the configuration of a server 500 in one embodiment of the present disclosure. The server 500 in this embodiment includes a control unit 501, a storage unit 502, and a communication unit 503.

[0046] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as RAM. The control unit 501 executes programs stored in the storage unit 502 using the CPU to realize various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.

[0047] The memory unit 502 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 502 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 502. The memory unit 502 also stores various information received from other devices (e.g., communication device 100) via the network NW.

[0048] The communication unit 503 is a wireless communication module that, under the control of the control unit 501, connects to the network NW and transmits and receives information with other devices such as the communication device 100 and other servers connected to the network NW. Examples of other servers include game servers, SNS servers, and mail servers.

[0049] [Game processing function of communication device] The game processing functions performed by the communication device 100 will now be described. The game processing functions are realized by the control unit 101 of the communication device 100 executing a game program. Some or all of the configuration for realizing the game processing functions described below may be implemented by hardware.

[0050] Figure 4 is a block diagram showing a game processing function 10 of a communication device 100 in one embodiment of the present disclosure. The game processing function 10 includes a game operation acquisition unit 11, a setting data reception unit 12, a game data storage unit 13, a game processing execution unit 14, a status data transmission unit 15, a display data generation unit 16, and a display data output unit 17. However, the game processing function 10 shown in Figure 4 is merely an example, and some functions may be omitted or other functions may be added.

[0051] The game operation acquisition unit 11 acquires game operations from among the operations entered by the user into the operation unit 104. Game operations are operations related to the game, and include, for example, operations to change the arrangement of puzzle elements, operations to trace multiple puzzle elements in succession, or operations on the GUI to use items. Game operations are performed by touch operations on the operation unit 104.

[0052] The configuration data receiving unit 12 receives configuration data from the server 500 via the communication unit 108. The configuration data is data that includes various configuration parameters related to game progress and is generated at the server 500. The configuration data may also include control data related to game control.

[0053] The game data storage unit 13 stores setting data received by the setting data receiving unit 12, and also stores data necessary for displaying game images (for example, image data). The game data storage unit 13 may also store status data, which will be described later.

[0054] The game processing execution unit 14 executes processes to control the game's progress (game progress processing) based on game operations acquired by the game operation acquisition unit 11 and setting data received by the setting data receiving unit 12. The game progress processing includes, for example, processing of various events associated with the removal of multiple puzzle elements supplied to the puzzle area (including rearranging the puzzle elements), processing to generate status data corresponding to the processing of various events, and processing to control the game image according to the state of game progress. The status data is data that represents the state of game progress (placement of each puzzle element, whether or not an event has occurred, whether or not an item has been used, etc.). The game processing execution unit 14 can generate status data at any time. Detailed specific examples of the game progress processing will be described later.

[0055] The status data transmission unit 15 transmits the status data generated by the game processing execution unit 14 to the server 500 via the communication unit 108. The status data transmission unit 15 can transmit status data at any time, for example, when the game ends or when an event occurs.

[0056] The display data generation unit 16 generates display data for displaying game images on the display unit 103 according to the progress of the game controlled by the game processing execution unit 14. The display data includes background images and object images such as puzzle elements.

[0057] The display data output unit 17 outputs the display data generated by the display data generation unit 16 to the display unit 103. The display data output unit 17 generates signals such as signals to control the output timing of the display image and signals to control each driver circuit of the display unit 103.

[0058] [Server game processing capabilities] The game processing functions executed on server 500 are described below. These game processing functions are implemented by the control unit 501 of server 500 executing a game program. Some or all of the configurations for implementing the game processing functions described below may be implemented by hardware.

[0059] Figure 5 is a block diagram showing the game processing function 50 of a server 500 in one embodiment of the present disclosure. The game processing function 50 includes a status data receiving unit 51, a game data storage unit 52, a game processing execution unit 53, and a setting data transmission unit 54. However, the game processing function 50 shown in Figure 5 is merely an example, and some functions may be omitted or other functions may be added.

[0060] The status data receiving unit 51 receives status data from the communication device 100 via the communication unit 503. The status data may include identification data for identifying the source communication device 100.

[0061] The game data storage unit 52 stores status data received by the status data receiving unit 51 and setting data generated by the game processing execution unit 53. The status data and setting data are stored in association with the corresponding communication device 100.

[0062] The game processing execution unit 53 executes processes (game management processes) for managing the progress of the game based on the status data received by the status data receiving unit 51. The game management processes include, for example, processes for managing the status data associated with each communication device 100, processes for generating setting data according to the progress of each game, and processes for logging each communication device 100 into the game. The game management processes may also include processes for synchronizing the game progress among the communication devices 100. Furthermore, the game processing execution unit 53 is not limited to this example and can also execute at least a part of the aforementioned game progress processes in addition to the game management processes.

[0063] The configuration data is data used to set various parameters according to the state of game progress. For example, the configuration data may include identification data of the associated communication device 100, parameters related to the progress and control of the next game stage, and attributes of puzzle elements. The game processing execution unit 53 can generate configuration data associated with the communication device 100 corresponding to the status data it has received.

[0064] The configuration data transmission unit 54 transmits the configuration data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The configuration data transmission unit 54 can transmit configuration data at timings such as when an event occurs or when transitioning to the next game stage. In addition to configuration data, the configuration data transmission unit 54 may also transmit current status data to the communication device 100.

[0065] [Composition of game images] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor in the control unit 101) of the communication device 100 shown in Figure 2, which executes the game program read from the storage unit 102. However, the control unit 501 (specifically, the processor in the control unit 501) of the server 500 shown in Figure 3 may execute the game program stored in the storage unit 502 and display the game image GI on the display unit 103 of the communication device 100. The communication device 100 is a mobile terminal such as a smartphone. Although not shown in the illustration, a touch sensor is arranged as an operation unit 104 in approximately the same area as the display unit 103 of the communication device 100.

[0066] Figure 6 shows an example of a game image GI for a puzzle game in one embodiment of the present disclosure. Specifically, Figure 6 shows a scene of the puzzle game during the execution of the game program of this embodiment. The puzzle game illustrated in this embodiment is a so-called match-3 puzzle game.

[0067] As shown in Figure 6, the game image GI contains multiple puzzle elements PE. In the example shown in Figure 6, multiple puzzle elements PE1 to PE4 are arranged, each distinguished by a different hatching. The area where multiple puzzle elements PE are arranged is called the puzzle area PA, and the area outside the puzzle area PA is called the non-puzzle area NPA. The puzzle area PA is the area where multiple puzzle elements PE, which function as puzzle pieces, are supplied, and where the puzzle game progresses as multiple puzzle elements PE are manipulated by the user. The non-puzzle area NPA is the area where elements other than puzzle elements PE, such as the user interface used to advance the puzzle game, are arranged.

[0068] In the example shown in Figure 6, the non-puzzle area NPA displays the skill meter SM, score display SD, and operation switches OS1 and OS2. In this embodiment, when the skill point SP, which is an example of an event point, exceeds a predetermined value, a skill is executed as an event. The skill meter SM functions as an indicator of whether or not an event (skill execution) is possible and is a GUI (graphical user interface) that represents the accumulated amount of skill points SP.

[0069] The score display SD is a GUI that shows the total game points earned during the puzzle game. When multiple puzzle elements PE are removed by user actions within the puzzle area PA, game points are awarded to the user according to the removed puzzle elements. As the puzzle game progresses, game points are repeatedly awarded to the user, and the value displayed on the score display SD increases. The display on the score display SD at the end of the puzzle game shows the user's final game score.

[0070] The operation switches OS1 and OS2 are GUIs used, for example, to change game settings or use items. In other words, by touching the operation switches OS1 or OS2, players can change game settings or use items they possess while playing the puzzle game.

[0071] Note that the GUI placed in the non-puzzle area NPA is not limited to the example shown in Figure 6. Other GUIs may be placed in the non-puzzle area NPA, or any of the above-mentioned GUIs may be omitted. Furthermore, the display mode of the GUI is arbitrary. For example, in the example shown in Figure 6, a circular meter is displayed as the skill meter SM, but a bar-shaped meter may be displayed, or a counting number may be displayed.

[0072] [Overview of game progression] Next, the progress of the puzzle game when the game program of this embodiment is executed will be explained using Figures 6 to 11. Specifically, the sequence of events in the puzzle game of this embodiment, from the state before executing the main skill to the end of the execution of the main skill, will be explained. Similar to Figure 6, Figures 7 to 11 are diagrams showing an example of a game image GI of the puzzle game in one embodiment of this disclosure.

[0073] In general terms, the puzzle game of this embodiment is a game in which players repeatedly eliminate puzzle elements PE in the puzzle area PA in response to user operations, and compete to accumulate the total number of game points (game score) earned by eliminating puzzle elements PE. Specifically, the puzzle game of this embodiment is a so-called 3-match puzzle game. A 3-match puzzle game is a puzzle game in which players earn game points by arranging and eliminating three or more puzzle elements that have predetermined commonalities in a series.

[0074] In the puzzle game of this embodiment, the basic operation involves the user swapping the positions of two adjacent puzzle elements PE in the puzzle area PA, forming a group of three or more puzzle elements of the same attribute connected in series (a puzzle element group). The formed puzzle element group is then removed all at once, creating an empty space where the removed puzzle element group was located. Subsequently, the puzzle elements PE move to fill the newly formed empty space due to virtual gravity. The event in which a new puzzle element group is formed as a result of filling the empty space is called a chain reaction, and the puzzle element groups formed by the chain reaction are sequentially removed.

[0075] Here, in the example shown in Figure 6, suppose we swap the positions of two puzzle elements PE3 and PE4, which are enclosed by a dashed-dot border within the puzzle area PA. Figure 7 shows the game image GI after rearranging the two puzzle elements PE3 and PE4. In this case, rearranging the two puzzle elements PE3 and PE4 enclosed by the border results in three puzzle elements PE3 being arranged in series vertically, and four puzzle elements PE4 being arranged in series vertically. As a result, a total of seven empty areas are formed, as shown in Figure 7. In Figure 7, the seven erased puzzle elements PE are shown by dotted lines. Note that this example shows a group of puzzle elements being formed by user operation, but it is not limited to this example; new groups of puzzle elements may also be formed by rearranging puzzle elements PE after a group of puzzle elements has been erased.

[0076] As a result of the above operation, seven puzzle elements PE are removed, and the user is awarded skill points SP according to the number and attributes of the removed puzzle elements. Specifically, as shown in Figure 7, the amount of accumulated skill points SP in the skill meter SM increases. In addition to acquiring skill points SP, the user also acquires game points according to the result of removing the seven puzzle elements PE. In this embodiment, skill points SP are awarded when a group of puzzle elements formed by a specific puzzle element (for example, puzzle element PE1) is removed, but the system is not limited to this example, and it is also possible to configure the system to award skill points SP when a group of puzzle elements formed by any of puzzle elements PE1 to PE4 is removed.

[0077] In Figures 6 and 7, the Skill Meter SM functions as an indicator of whether or not the main skill can be executed. For the sake of explanation, when the Skill Meter SM indicates whether or not the main skill can be executed, it is labeled "MAIN" in the diagrams. During the puzzle game, Skill Points SP associated with the main skill accumulate in the Skill Meter SM, and when the Skill Points SP reach a predetermined value, that is, when the Skill Meter SM is completely filled with Skill Points SP (when it becomes full), the main skill is executed.

[0078] In this embodiment, while the main skill is being executed, the game points earned by the user will increase by a predetermined multiplier. The main skill to be executed may be predetermined or determined randomly by a lottery or the like. The main skill may also be determined according to the attributes of the puzzle element that was cleared immediately before the skill meter SM was completely filled.

[0079] Figure 8 shows the game image GI at the point when the main skill is executed during the puzzle game. In the puzzle game of this embodiment, the execution of the main skill has a predetermined duration. Specifically, in this embodiment, the duration is set to the period during which the user can perform actions for 10 turns from the time the main skill is activated. In other words, the user can perform actions for 10 turns while the effect of the main skill is still active. However, the duration is not limited to 10 turns; it may be less than 10 turns or more than 10 turns.

[0080] As shown in Figure 8, when a main skill is executed, a turn gauge TG and a skill gauge SG are added to the game image GI. The turn gauge TG is a gauge that shows the remaining number of turns, and the gauge decreases by the number of turns that have been consumed. When the user performs an action on the puzzle element PE and a turn is consumed, the turn gauge TG decreases by one unit. In the example shown in Figure 8, no turns have been consumed yet, so the turn gauge TG does not decrease. Also, the number "10" indicating the remaining number of turns is displayed on the left end of the turn gauge TG, but the numerical display can be omitted.

[0081] The skill gauge SG is a gauge that indicates the number of times a sub-skill has been performed, with the gauge increasing each time a sub-skill is executed. When a user performs an operation on puzzle elements PE and eliminates multiple puzzle elements PE (groups of puzzle elements), the user is awarded skill points SP associated with the sub-skill. When the accumulated skill points SP completely fill the skill meter SM for the sub-skill (described later), the sub-skill is executed, and the skill gauge SG increases by one. In the example shown in Figure 8, the skill gauge SG is empty because the sub-skill has not yet been executed. In this embodiment, the skill gauge SG is completely filled when the sub-skill is executed three times. Note that the skill gauge SG is not limited to indicating the number of times a sub-skill has been executed; it should be something that allows the user to recognize the extent to which the sub-skill has been executed. For example, the skill gauge SG may be displayed in a way that increases according to the degree to which the sub-skill has been executed, such as accumulated energy.

[0082] The sub-skills to be executed may be pre-set, randomly determined by a lottery, or determined according to the attributes of the puzzle elements that were erased immediately before the skill meter SM was completely filled, similar to the main skill. Furthermore, sub-skills may be set for each attribute of the puzzle element PE, and multiple types of sub-skills corresponding to each attribute of the puzzle element PE present in the puzzle area PA (in this embodiment, each attribute of puzzle elements PE1 to PE4) may be executed during the execution of the main skill. In this case, the skill points SP granted to the user may differ depending on the type of sub-skill executed. In addition, the attributes of the puzzle element PE associated with the skill points SP for the main skill may be different from the attributes of the puzzle element PE associated with the skill points SP for the sub-skill. For example, the skill points SP for the main skill may be associated with puzzle element PE1, and the skill points SP for the sub-skill may be associated with any of the puzzle elements PE2 to PE4 other than puzzle element PE1.

[0083] In this embodiment, when the main skill is executed, the skill meter SM switches to an indicator showing whether or not the sub-skill can be executed. For the sake of explanation, when the skill meter SM indicates whether or not the sub-skill can be executed, it is labeled "SUB" in the diagram. While the main skill is being executed, skill points SP associated with the sub-skill accumulate in the skill meter SM as the puzzle game progresses. Then, when the skill points SP reach a predetermined value, that is, when the skill meter SM is completely filled with skill points SP (when it becomes full), the sub-skill is executed. In the example shown in Figure 8, since the main skill has just been executed, no skill points SP have accumulated in the skill meter SM.

[0084] In this embodiment, a common skill meter SM is used, and its function switches depending on whether the main skill is being executed or not. However, this is not the only example. For example, when the main skill is executed, it is possible to add a separate skill meter for the sub-skill to the game image GI. It is also possible to display the skill meter for the sub-skill in an inactive state (e.g., grayed out) when the main skill is not being executed, and then activate it (e.g., displayed in color) when the main skill is executed.

[0085] Figure 9 shows the state after the main skill has been executed and the user has manipulated the puzzle element PE for several turns. As shown in Figure 9, as the puzzle game progresses, skill points SP for executing sub-skills accumulate in the skill meter SM. In the example shown in Figure 9, both skill gauges SG are filled, indicating that two sub-skills have already been executed. Furthermore, looking at the turn gauge TG, it can be seen that three turns have been consumed up to the point shown in Figure 9.

[0086] As explained above, in this embodiment, when the main skill is executed, the skill effect of the main skill continues for 10 turns. In this embodiment, since the skill effect of the main skill is to increase the efficiency of acquiring game points, it can be said that the user is in a bonus time to earn game points for 10 turns. At this time, the user will aim to acquire more game points by activating as many sub-skills as possible. However, for users who are familiar with the controls, repeating the same operation for 10 turns to execute sub-skills may feel tedious. Therefore, in order to improve the efficiency of acquiring game points during the execution period of the main skill, the puzzle game of this embodiment is implemented with a time-saving function that corresponds to the user's skill level, as described below.

[0087] Figure 10 shows a scene immediately after the skill meter SM for sub-skills has been fully filled with skill points SP and the third sub-skill has been executed, i.e., all gauges of the skill gauge SG are filled. At this time, as the turn gauge TG shows, the user has a remaining period equivalent to 6 turns. In other words, in the example shown in Figure 10, 4 turns were consumed during the execution of the main skill (the duration of the skill effect) to execute the sub-skill 3 times.

[0088] In this embodiment, if a predetermined condition (in this case, the condition of executing a sub-skill three times) is met while the main skill is being executed (i.e., before the duration of the main skill expires), the execution of the main skill is interrupted. After the interruption of the main skill, the user is awarded game points corresponding to the remaining duration of the main skill (10 turns in this embodiment) (6 turns in this embodiment). In other words, the user can earn game points equivalent to or greater than what they would have earned if they had performed 6 turns of puzzle operations, even without performing 6 turns of puzzle operations.

[0089] The awarding of game points based on the remaining time can be set in various ways. For example, the game points earned from the start of the main skill execution until interruption may be divided by the number of turns consumed (4 turns), and the result may be multiplied by the number of turns corresponding to the remaining time (6 turns) to determine the game points awarded to the user. Alternatively, a predetermined number of game points corresponding to the number of turns corresponding to the remaining time may be awarded to the user. Furthermore, bonus points predetermined according to the number of turns corresponding to the remaining time may be added to the game points calculated as described above.

[0090] As described above, in this embodiment, the execution of the main skill is set to a predetermined duration (for example, 10 turns), and the number of times the sub-skill is executed during that duration is counted. When the number of sub-skill executions reaches a predetermined number (for example, 3 times), the execution of the main skill is interrupted, and game points corresponding to the remaining duration are awarded to the user. In this case, if multiple sub-skills are executed in a chain reaction within one turn, the execution count of each individual sub-skill may be counted. Through this process, the user does not need to repeat the same puzzle operation until the predetermined duration set for the main skill expires, the duration of the main skill's effect can be ended at an appropriate timing corresponding to the user's skill level, and by awarding game points according to the remaining duration, the user can obtain game points equivalent to or greater than what would be obtained if the puzzle operation was performed until the duration expired.

[0091] Furthermore, if the third sub-skill is not executed within the duration of the main skill, that is, when the duration of the main skill expires, the execution of the main skill will end without interruption. In this embodiment, the condition for interrupting the execution of the main skill is set as the number of sub-skill executions reaching three, but this is not the only condition; for example, the condition could be set as four or more sub-skill executions.

[0092] When the duration of the main skill is interrupted or expires, the game image GI transitions to a state where it is waiting for the main skill to be executed, as shown in Figure 11. That is, the skill meter SM switches to an indicator showing whether or not the main skill can be executed. Also, the turn gauge TG and skill gauge SG shown in Figures 8-10 are cleared. After this, the puzzle game proceeds again according to the sequence of events explained using Figures 6-10.

[0093] As explained above, this embodiment introduces a new event element—a time-saving processing function that corresponds to the user's skill level—into the puzzle game, thereby providing a novel game experience that improves the efficiency of acquiring game points without boring even skilled users.

[0094] (Variation 1) In this embodiment, the condition for interrupting the execution of the main skill is exemplified as the number of times a sub-skill has been executed reaching a predetermined value, but this is not the only example. For example, the condition for interrupting the execution of the main skill may be set to the point when the game points acquired during the execution of the main skill (which may be specifically defined as game points acquired through the execution of sub-skills) reach a predetermined value. In this case, the number of times a sub-skill has been executed is not counted, and the main skill is interrupted when the acquired game points reach the predetermined value.

[0095] (Modification 2) In this embodiment, an example was shown in which, once the main skill is executed, the skill effect continues for a predetermined period of time, but the embodiment is not limited to this example. For example, when the main skill is executed, a short-duration skill effect may be activated, such as clearing multiple puzzle elements at once, and then a predetermined duration for executing a sub-skill may be granted. In this case, the main skill would have both a skill effect on the puzzle elements PE and a skill effect for granting the user bonus time.

[0096] (Variation 3) In this embodiment, the duration of the main skill's effect is set to a period of multiple turns from the time the main skill is activated, but instead, a predetermined time may be set from the time the main skill is activated. In this case, instead of the turn gauge TG shown in Figures 8-10, a time gauge may be placed to display the remaining time for the main skill's effect to continue during the puzzle game. If the duration of the main skill is limited by time, when the number of times the sub-skill is executed reaches a predetermined value (for example, 3 times), game points corresponding to the remaining time will be awarded to the user. The duration of the main skill may be set by both the number of turns and the time, in which case, when the number of times the sub-skill is executed reaches a predetermined value, the higher of the game points corresponding to the remaining number of turns or the remaining time may be awarded to the user.

[0097] <Second Embodiment> In the first embodiment, a match-3 puzzle game was used as an example to illustrate the puzzle game, but the embodiments of this disclosure are not limited to match-3 puzzle games. For example, a puzzle game in one embodiment of this disclosure may be a type of puzzle game in which the player traces multiple puzzle elements of the same attribute in a puzzle area PA using touch operations, virtually connecting multiple puzzle elements in series to form a group of puzzle elements, and then erasing the group of puzzle elements.

[0098] Furthermore, the puzzle game in one embodiment of this disclosure is not limited to a puzzle game in which the puzzle elements are arranged in a regular pattern, such as a match-3 puzzle game, but may also be one in which the arrangement of the puzzle elements changes randomly through physics calculations or the like. In this case, the virtual external force acting on the puzzle area PA is not limited to virtual gravity, but may be other virtual external forces that exert a thrust on the puzzle element PE, such as launch from a launch pad.

[0099] <Third Embodiment> In the first embodiment, an example was described in which the control unit 101 of the communication device 100 performs the game progression processing when the puzzle game is being played. However, the game progression processing is not limited to this example, and the control unit 501 of the server 500 may also perform the game progression processing. In this case, the control unit 101 of the communication device 100 may be responsible for acquiring game operations by the user and executing the display control of the game image GI, while the control unit 501 of the server 500 may be responsible for other game progression processing. Another example is that the game progression processing can be performed as distributed processing between the communication device 100 and the server 500.

[0100] The present disclosure has been described above with reference to the drawings, but each of the embodiments described above (including modifications) can be modified as appropriate without departing from the spirit of this disclosure. For example, any additions, deletions, or design changes made by a person skilled in the art based on each embodiment are also included in the scope of this disclosure as long as they retain the gist of this disclosure. Furthermore, each of the embodiments described above can be combined as appropriate as long as they do not contradict each other, and technical matters common to each embodiment are included in each embodiment even without explicit description.

[0101] Any effects or benefits other than those brought about by the embodiments described above, if they are clear from the description herein or easily predictable to a person skilled in the art, are naturally considered to be brought about by this disclosure. [Explanation of symbols]

[0102] 10...Game processing function, 11...Game operation acquisition unit, 12...Setting data reception unit, 13...Game data storage unit, 14...Game processing execution unit, 15...Status data transmission unit, 16...Display data generation unit, 17...Display data output unit, 50...Game processing function, 51...Status data reception unit, 52...Game data storage unit, 53...Game processing execution unit, 54...Setting data transmission unit, 61...Container, 62...Liquid, 100...Communication device, 101...Control unit, 102...Storage unit, 103...Display unit, 104...Operation Unit, 105...Sensor Unit, 106...Imaging Unit, 107...Position Detection Unit, 108...Communication Unit, 109...Sound Input / Output Unit, 110...Notification Unit, 500...Server, 501...Control Unit, 502...Storage Unit, 503...Communication Unit, 1000...Communication System, GI...Game Image, PA...Puzzle Area, NPA...Non-Puzzle Area, PE...Puzzle Element, SM...Skill Meter, SD...Score Display, OS1, OS2...Operation Switches, SP...Skill Points, TG...Turn Gauge, SG...Skill Gauge

Claims

1. A game program that causes a computer to run a puzzle game in which the user manipulates puzzle elements to consume turns and progress, When the first condition is met during the progress of the puzzle game, a first event having a predetermined number of turns is triggered. When the second condition is met while the first event is occurring, the second event is triggered. If the third condition is met with respect to the second event before the predetermined number of turns is completed, the first event is interrupted. After interrupting the first event, the user is awarded game points corresponding to the remaining number of turns in the predetermined number of turns. A game program that causes a computer to execute.

2. When the predetermined number of turns has been completed, the first event shall be terminated. The game program according to claim 1, further to be executed by a computer.

3. The game program according to claim 1, wherein the first condition is that the first event points associated with the first event have reached a predetermined value.

4. The game program according to claim 3, wherein the second condition is that the second event points associated with the second event have reached a predetermined value.

5. The game program according to claim 4, wherein the first event point and the second event point are awarded to the user when a group of puzzle elements is formed in which multiple puzzle elements of the same attribute are connected in series.

6. The game program according to claim 5, wherein the group of puzzle elements is formed by user operation or rearrangement of the plurality of puzzle elements.

7. The game program according to claim 5, wherein the attributes of the puzzle element associated with the first event point are different from the attributes of the puzzle element associated with the second event point.

8. The game program according to claim 1, wherein the third condition is that the number of occurrences of the second event reaches a predetermined number, or that the game points acquired by the user by the second event reach a predetermined value.

9. The game program according to claim 1, wherein the first event and the second event are the activation of a skill.