GAME DEVICE, CONTROL METHOD, AND CONTROL PROGRAM
The game device enhances gameplay variety by changing object display forms and moving objects based on conditions, addressing visibility and processing load issues in conventional game devices.
Patent Information
- Application Number
- JP2023036500
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-09
- Publication Date
- 2025-02-05
- Estimated Expiration
- 2039-10-31
AI Technical Summary
Conventional game devices face issues with reduced visibility and increased processing load when changing game specifications such as increasing the type or movement speed of game objects, leading to worsened user interface and usability.
A game device that changes the display form of operated objects, identifies specific areas for additional games, and automatically moves objects based on conditions, allowing for varied gameplay without increasing object types or speed.
Provides a user interface that supports diverse games without compromising usability by maintaining object visibility and reducing processing load.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game device, a control method, and a control program. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a game device in which a display mode of a game object is changed in response to an operation by a player, and the game progresses based on the game object whose display mode has been changed.
[0003] For example, Patent Document 1 discloses a game device that provides a puzzle game in which a plurality of blocks that can be arranged in a grid are displayed, a predetermined number of blocks are moved in response to a player's operation, and blocks that satisfy a predetermined condition are erased (deleted). In this game device, other blocks adjacent to the upper part of the screen are automatically moved downward on the screen to the position of the block that has been erased by the player's operation, and a process of determining whether the predetermined condition is satisfied is executed again.
[0004] In this game device, the player can not only eliminate displayed blocks by moving the blocks, but also eliminate displayed blocks by other blocks that automatically move downward on the screen in response to the elimination of a block. In this way, this game device can provide the player with a game that requires advanced thinking. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2010-259455 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, in conventional game devices, a game is played based on game objects whose display state is changed according to the player's operation. Therefore, when providing a game that requires the player to think more highly, it is necessary to change the game specifications, such as increasing the number and / or types of game objects displayed, or increasing the moving speed of the game objects.
[0007] When such changes to game specifications are made, the usability of the user interface of the game device may be deteriorated due to a decrease in the player's visibility of game objects and / or a decrease in the player's input accuracy due to an increase in the types and / or number of game objects in the limited display area of the game device and an increase in the moving speed. In addition, such changes to game specifications also cause a problem of an increase in the processing load of the game device.
[0008] The present invention has been made to solve such problems, and has an object to provide players with a user interface that allows for a variety of game developments without compromising usability. [Means for solving the problem]
[0009] The game device of the present invention is a game device equipped with a display unit having a display screen, and has a processing unit that displays a plurality of objects on the display screen of the display unit, and when at least one of the plurality of objects is operated by a player in a first game, changes the display mode of at least the operated object, identifies an area corresponding to the object whose display mode has been changed, and when a first condition related to the first game is satisfied, displays the identified area as a second game area to be used in a second game different from the first game.
[0010] In the game device according to the present invention, the first condition is preferably at least that the number of times the object is designated by the player reaches a predetermined number.
[0011] Furthermore, in the game device of the present invention, when a second game area is adjacent to another second game area, it is preferable that the processing unit merges the two adjacent second game areas into one second game area, and the first condition is that at least one second game area includes a predetermined position used in the second game.
[0012] In the game device according to the present invention, it is preferable that changing the display mode of the operated object includes deleting the operated object from the display screen.
[0013] In addition, in the game device according to the present invention, it is preferable that the processing unit controls display so that an object among the multiple objects adjacent to the deleted object in a predetermined direction is automatically moved to the position of the deleted object on the display screen.
[0014] In addition, in the game device of the present invention, it is preferable that the processing unit removes from the display screen an object for which a second condition is satisfied due to the movement of an adjacent object, and displays an area corresponding to the removed object as a second game area.
[0015] In addition, in the game device of the present invention, it is preferable that an object for which a second condition has been satisfied as a result of the automatic movement of the deleted object is deleted from the display screen, and a predetermined parameter value is increased according to the number of consecutive times that the second condition has been satisfied.
[0016] In addition, in the game device of the present invention, it is preferable that an attribute is associated with each of the multiple objects, and when a third condition regarding a predetermined parameter value is satisfied, the predetermined attribute is changed to another attribute for the object associated with the predetermined attribute displayed on the display screen.
[0017] A control method according to the present invention is a control method for a game device equipped with a display unit having a display screen, and includes the steps of: displaying a plurality of objects on the display screen of the display unit; when at least one of the plurality of objects is operated by a player in a first game, changing the display mode of at least the operated object and identifying an area corresponding to the object whose display mode has been changed; and, when a first condition related to the first game is satisfied, displaying the identified area as a second game area to be used in a second game different from the first game.
[0018] The control program of the present invention is a control program for a game device equipped with a display unit having a display screen, and causes the game device to execute the following steps: displaying a plurality of objects on the display screen of the display unit; when at least one of the plurality of objects is operated by a player in a first game, changing the display mode of at least the operated object and identifying an area corresponding to the object whose display mode has been changed; and when a first condition related to the first game is satisfied, displaying the identified area as a second game area to be used in a second game different from the first game. Effect of the Invention
[0019] The game device, control method, and control program according to the present invention make it possible to provide a player with a user interface that allows for a variety of game developments without compromising usability. [Brief description of the drawings]
[0020] [Figure 1] 1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. [Diagram 2] 2 is a diagram showing an example of a schematic configuration of a mobile terminal 2. FIG. [Diagram 3] FIG. 2 is a diagram illustrating an example of a schematic configuration of a server 3. [Figure 4]13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Diagram 5] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 6] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 7] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 8] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 9] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 10] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 11] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 12] 13 is a diagram showing an example of a screen displayed on a display unit 24 of the mobile terminal 2. FIG. [Figure 13] FIG. 2 is a diagram showing an example of the data structure of an object table T1. [Figure 14] FIG. 13 is a diagram showing an example of the data structure of a game field table T2. [Figure 15] FIG. 2 is a diagram showing an example of an operation sequence of the game system 1. [Figure 16] FIG. 11 is a diagram illustrating an example of an operational flow of a game progression process. [Figure 17] FIG. 11 illustrates an example of an operation flow of an object automatic change process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] Various embodiments of the present invention will be described below with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the inventions described in the claims and their equivalents.
[0022] The game device according to this embodiment is a portable terminal such as a multi-function mobile phone (a so-called "smartphone") owned by a player. This game device can display a game field on a display screen in which a plurality of objects are arranged, and progress a game using the game field. The objects are game elements designated in response to input by the player, and are, for example, panels, cards, or characters. The game field is a game space displayed on the display screen in which a plurality of objects are arranged. Below, a case will be described in which the game provided by the game device is a puzzle game, as an example.
[0023] In a puzzle game provided by the game device according to this embodiment, when at least one object among a plurality of objects is designated in response to an operation of the game device by a player, the display mode of the object designated by the player is changed. Changing the display mode of the designated object means deleting (erasing) the designated object. Deleting an object means that the object is not placed in the game field and that the object will not be used in the game thereafter. Deleting an object may be a transparent display in which a transparent color is set for the object and the background color of the object is combined with color information of the object. Also, changing the display mode of the designated object may be a change in the display color of the designated object.
[0024] The game device specifies the area corresponding to the object whose display mode has been changed as an additional game area used in an additional game different from a puzzle game. The additional game is, for example, a game in which a game medium such as a character that can only move within the additional game area is automatically or manually moved from a predetermined start position to a goal position. The additional game may be any of various board games in which pieces can only be placed within the additional game area.
[0025] When the game clear condition of the puzzle game is satisfied, the game device ends the puzzle game and starts the additional game. When the additional game starts, an additional game screen is displayed.
[0026] In this way, in the game device of this embodiment, an additional game area to be used in an additional game different from the puzzle game is determined according to the operation result of the player of the puzzle game, and the additional game is executed using the additional game area. In this way, the game device of this embodiment can provide an additional game corresponding to the operation result of the puzzle game to a player who has played the puzzle game. In other words, the game device of this embodiment can provide a player with a user interface that realizes a variety of game developments without increasing the types and / or number of game objects or increasing the movement speed of the game objects.
[0027] FIG. 1 is a diagram showing an example of a schematic configuration of a game system 1. As shown in FIG.
[0028] The game system 1 includes a plurality of mobile terminals 2 operated by a plurality of players, respectively, and a server 3. The mobile terminals 2 and the server 3 are connected to each other via communication networks, such as a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7. Communication is performed between the mobile terminals 2 and the server 3 based on a predetermined communication protocol. The predetermined communication protocol is, for example, the Hypertext Transfer Protocol (HTTP), etc.
[0029] The mobile terminal 2 is an example of a game device that provides a game, but the game device is not limited to the mobile terminal 2. For example, the server 3 may be used as a game device. Also, the game system 1 including the mobile terminal 2 and the server 3 may be used as a game device.
[0030] The mobile terminal 2 is a multi-function mobile phone. The mobile terminal 2 may be a mobile phone (a so-called "feature phone"), a personal digital assistant (PDA), a tablet terminal, a tablet PC (Personal Computer), etc. The mobile terminal 2 may be a portable game machine, a portable music player, a notebook PC, etc.
[0031] FIG. 2 is a diagram showing an example of a schematic configuration of the mobile terminal 2. As shown in FIG.
[0032] The portable terminal 2 connects to the server 3 via a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7, and communicates with the server 3. The portable terminal 2 controls the progress of the game according to various instructions input by the player. The portable terminal 2 also receives various data from the server 3 and displays a game screen, etc. To this end, the portable terminal 2 includes a communication unit 21, a storage unit 22, an operation unit 23, a display unit 24, and a device processing unit 25.
[0033] The communication unit 21 includes a communication interface circuit including an antenna sensitive to a predetermined frequency band, and connects the mobile terminal 2 to a communication network. The communication unit 21 establishes a wireless signal line with the base station 4 by a Long Term Evolution (LTE) method or the like via a channel assigned by the base station 4, and communicates with the base station 4. The communication method between the communication unit 21 and the base station 4 may be a fifth generation (5G) mobile communication system or the like. The communication unit 21 transmits data supplied from the device processing unit 25 to the server 3. The communication unit 21 also supplies data received from the server 3 or the like to the device processing unit 25.
[0034] The storage unit 22 includes a semiconductor memory device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). The storage unit 22 stores an operating system program, a driver program, an application program, data, and the like used in the processing in the device processing unit 25. The driver programs stored in the storage unit 22 include a wireless communication device driver program for controlling the communication unit 21, an input device driver program for controlling the operation unit 23, and an output device driver program for controlling the display unit 24. The application programs stored in the storage unit 22 include a control program for controlling the mobile terminal 2 to realize the progress of the game. The data stored in the storage unit 22 include various game data used when the game is executed (such as an object table T1, a game field table T2, an object image, and game progress data, which will be described later), and identification data for uniquely identifying a player who plays the game (such as a player ID (identification)). The storage unit 22 may also temporarily store data related to a predetermined process.
[0035] The operation unit 23 is a pointing device such as a touch panel. The operation unit 23 may also be an input key or the like. The player can use the operation unit 23 to input letters, numbers, and symbols, or positions on the display screen of the display unit 24, etc. When operated by the player, the operation unit 23 generates a signal corresponding to the operation. The generated signal is then supplied to the device processing unit 25 as an instruction from the player.
[0036] The display unit 24 is a liquid crystal display. The display unit 24 may be an organic EL (Electro-Luminescence) display, etc. The display unit 24 displays a video corresponding to the video data supplied from the device processing unit 25, an image corresponding to the image data, etc.
[0037] The device processing unit 25 may be configured as a circuit including one or more processors that operate according to a computer program (software), or one or more dedicated hardware circuits that execute at least a part of various processes, or a combination of these. The device processing unit 25 centrally controls the overall operation of the portable device 2, and is, for example, a CPU (Central Processing Unit). The device processing unit 25 executes various information processes in an appropriate order based on the programs stored in the storage unit 22 and various instructions input in response to the operation of the operation unit 23 by the player, and controls the operation of the communication unit 21 or the display unit 24. The device processing unit 25 executes various information processes based on the operating system program, driver program, and application program stored in the storage unit 22. The device processing unit 25 can also execute multiple programs in parallel.
[0038] The device processing unit 25 includes at least a progress processing unit 251 and a display processing unit 252. Each of these units is a functional module realized by a program executed by a processor included in the device processing unit 25. Alternatively, each of these units may be implemented in the mobile device 2 as firmware.
[0039] FIG. 3 is a diagram illustrating an example of a schematic configuration of the server 3. As shown in FIG.
[0040] The server 3 manages various types of information used in the game in response to instructions from the mobile terminal 2. The server 3 also transmits various types of game data and the like used in the game to the mobile terminal 2. To this end, the server 3 includes a server communication unit 31, a server storage unit 32, and a server processing unit 33.
[0041] The server communication unit 31 includes a communication interface circuit for connecting the server 3 to the Internet 7, and communicates with the Internet 7. The server communication unit 31 supplies data received from the mobile terminal 2 etc. to the server processing unit 33, and transmits data supplied from the server processing unit 33 to the mobile terminal 2 etc.
[0042] The server storage unit 32 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The server storage unit 32 stores an operating system program, a driver program, an application program, data, and the like used for processing in the server processing unit 33. The application programs stored in the server storage unit 32 are game programs and the like that manage various game information for each mobile terminal 2 in response to various instructions from each mobile terminal 2. The computer programs stored in the server storage unit 32 may be installed in the server storage unit 32 from a computer-readable portable recording medium, such as a CD-ROM or a DVD-ROM, using a known setup program or the like.
[0043] The data stored in the server storage unit 32 includes game progress data of each player (data related to the game results, identification data for identifying game stages that the player has already played and cleared, etc.). The server storage unit 32 also stores various game data related to the progress of the game (object table T1, game field table T2, image data of objects, etc.). Furthermore, the server storage unit 32 may temporarily store data related to a predetermined process. That is, the server storage unit 32 may include a volatile memory (Random Access Memory, RAM) and store dynamic data that changes according to the progress of the game.
[0044] The server processing unit 33 may be configured as a circuit including one or more processors that operate according to a computer program (software), or one or more dedicated hardware circuits that execute at least a part of various processes, or a combination of these. The server processing unit 33 generally controls the overall operation of the server 3, and is, for example, a CPU. The server processing unit 33 executes various information processes in an appropriate order based on various instructions from programs stored in the server storage unit 32, and controls the operation of the server communication unit 31. The server processing unit 33 executes various information processes based on an operating system program, a driver program, and an application program stored in the server storage unit 32. The server processing unit 33 can also execute multiple programs in parallel.
[0045] The server processing unit 33 includes at least a server receiving unit 331 and a storage processing unit 334. Each of these units is a functional module realized by a program executed by a processor included in the server processing unit 33. Alternatively, each of these units may be implemented in the server 3 as firmware.
[0046] The device processing unit 25 of the mobile device 2 and the server processing unit 33 of the server 3 will be described below with reference to the game screens shown in FIGS. 4 to 12 and the tables shown in FIGS.
[0047] FIG. 4(a) is a diagram showing an example of a game screen 400 displayed on the display unit 24 of the mobile terminal 2. As shown in FIG.
[0048] The game screen 400 is displayed, for example, when a control program (e.g., a game application program) for executing the game in this embodiment is started up in response to a start instruction input by a player operating the operation unit 23. The game screen 400 may be displayed when an instruction to start a new game stage is issued after a game in another game stage has ended. An example of a display process of the game screen 400 when a game application program is started up will be described below.
[0049] For example, when a start-up icon or the like (not shown) indicating a game application program displayed on display unit 24 is designated by a player operating operation unit 23, a start instruction is input from operation unit 23 to progress processing unit 251. Upon receiving the start instruction from operation unit 23, progress processing unit 251 reads out and executes the game application program stored in storage unit 22.
[0050] When the game application program is executed in accordance with a start instruction input by the player operating the operation unit 23, the progress processing unit 251 acquires a player ID from the storage unit 22. The progress processing unit 251 transmits a data request including the acquired player ID to the server 3 via the communication unit 21. The server receiving unit 331 of the server 3 receives the data request transmitted from the portable terminal 2 via the server communication unit 31.
[0051] The data acquisition unit 332 of the server 3 acquires the game progress data of the player stored in the server storage unit 32, based on the player ID included in the data request received by the server receiving unit 331. The data acquisition unit 332 identifies one of the game stages that the player has not yet played, based on the acquired game progress data, and acquires the game field table T2 of the one game stage from the server storage unit 32.
[0052] The server transmission unit 333 of the server 3 transmits the game field table T2 acquired by the data acquisition unit 332 and the object table T1 and image data of the objects stored in the server storage unit 32 to the mobile device 2 via the server communication unit 31. The progress processing unit 251 of the mobile device 2 receives the object table T1, game field table T2, and image data of the objects transmitted from the server 3 via the communication unit 21 and stores them in the storage unit 22.
[0053] The display processing unit 252 of the portable terminal 2 displays a game screen 400 on the display unit 24 based on the object table T1, the game field table T2, and the image data of the objects stored in the storage unit 22. The game screen 400 shown in Fig. 4(a) displays a game field 401, a remaining number of plays 402, a start instruction 403a, a goal instruction 403b, and the like.
[0054] In the game field 401, a plurality of objects ObjA, ObjB, ObjC, ObjD, ObjE, and ObjX are placed based on an object table T1, a game field table T2, and image data of the objects.
[0055] The remaining number of plays 402 is information indicating the number of times the player can perform operations on the multiple objects displayed on the game field 401. In the example shown in Fig. 4(a), when the game starts, the player can input eight object designation commands.
[0056] The start instruction 403a is information for indicating a start position used in an additional game described later. In the example shown in Fig. 4(a), the position of the object arranged at the top and the leftmost among a plurality of objects arranged in the game field 401 is the start position. The start instruction 403a may include an image of the game medium.
[0057] The goal instruction 403b is information for indicating a goal position used in an additional game described later. In the example shown in Fig. 4(a), the position of the object located at the bottom and the leftmost among the multiple objects located on the game field 401 is the goal position.
[0058] The above describes the display process of the game screen 400 when the game application program is launched. Next, with reference to Figures 13 and 14, an example of the data structure of the object table T1 and the game field table T2 stored in the memory unit 22 and the server memory unit 32 will be described.
[0059] 13 shows an example of the data structure of an object table T1 for managing various objects displayed within the game screen 400. In the object table T1, an object ID, object attributes, image data, etc. are stored for each object in association with one another.
[0060] The object ID is an example of identification data for uniquely identifying each object. The object attribute is data indicating the attribute of each object. For example, in the example shown in FIG. 13, attribute data indicating colors such as "yellow", "red", "blue", and "green" are stored as the object attribute. The object attribute may be data indicating "water", "fire", "lightning", "earth", etc. The image data is image data indicating each object, and is displayed on the game field 401 of the game screen 400.
[0061] 14 shows an example of the data structure of a game field table T2 for managing game fields. The game field table T2 is stored for each game stage. For example, when a game having ten game stages is provided from the server 3 to the mobile terminal 2, ten game field tables T2 corresponding to the ten game stages respectively are stored in the server storage unit 32.
[0062] The game field table T2 stores an initial object group consisting of the object IDs of multiple objects that are placed on the game field 401 when the game is started, and an additional object group consisting of the object IDs of multiple objects that appear on the game field as the game progresses, in accordance with the arrangement in which they are placed on the game field 401.
[0063] When a game of a new game stage is started, the display processing unit 252 acquires the object IDs of the multiple objects constituting the initial object group from the game field table T2 stored in the storage unit 22. Next, the display processing unit 252 acquires image data of the objects corresponding to each of the multiple acquired object IDs with reference to the object table T1. Then, the display processing unit 252 arranges each of the acquired image data on the game field 401 according to the arrangement of the object IDs of the initial object group. As a result, the game screen 400 shown in FIG. 4(a) is displayed.
[0064] 4(b) is a diagram showing an example of the game screen 400 when an object designation instruction is acquired in response to an operation of the operation unit 23 by the player. For example, when the operation unit 23 is a touch panel and the position on the display screen of the display unit 24 where the player taps is one of a plurality of objects arranged in the game field 401, the progress processing unit 251 acquires, as an object designation instruction, information indicating the position of the object corresponding to the tap position of the player. The position of the object indicated by the object designation instruction does not have to be the tap position by the player's tap operation, and may be the position of an object present within the predetermined figure, for example, when the player performs an operation to draw a predetermined figure.
[0065] 4(b), the display processing unit 252 displays a designated marker 404 centered on the tap position of the player, and displays "7 times", which is one time less than "8 times", as the number of times indicated by the remaining number of plays 402. Note that the display processing unit 252 does not need to display the designated marker 404 when the player taps a position on the display screen of the display unit 24.
[0066] FIG. 5(a) is a diagram showing an example of a game screen 400 displayed in response to acquisition of an object designation instruction.
[0067] The display processing unit 252 deletes the object corresponding to the object designation instruction from the game field 401. Next, the display processing unit 252 displays an added game area ObjS1 corresponding to the deleted object. The added game area ObjS1 includes an area having the same position and shape as the deleted object, and does not include an area corresponding to an object that has never been deleted since the game started. In the example shown in FIG. 5(a), since only the rightmost and fourth object from the top has been deleted since the game started, the added game area ObjS1 does not include an area having the same position and shape as any other object other than the deleted object.
[0068] The display processing unit 252 displays the movement of one or more objects adjacent to the deleted object in a predetermined direction. In the example shown in Fig. 5(a), three objects arranged above the deleted object move downward. That is, in the game field 401, the rightmost and third object from the top moves to the position of the deleted object, the rightmost and second object from the top moves to the rightmost and third position, and the rightmost and topmost object moves to the rightmost and second position from the top.
[0069] Among the multiple objects arranged on the game field 401, there may be an object that does not move downward on the screen in response to the deletion of an object. For example, as described below, an object with object ID "ObjX" remains at the position where it was arranged, without moving, even if an object further down on the screen than the position where it was arranged is deleted. This allows the object with object ID "ObjX" to function as an obstacle, making it possible to change the difficulty level of the game depending on the arrangement of such objects.
[0070] Next, the display processing unit 252 acquires object IDs of a plurality of objects constituting the additional object group from the game field table T2 of the game being executed stored in the storage unit 22. The display processing unit 252 acquires one object ID (ObjC in the example shown in FIG. 14) that is the object ID of the rightmost object not displayed in the game field 401 and is closest to the initial object group (the object with the lowest position) from the acquired plurality of object IDs.
[0071] The display processing unit 252 refers to the object table T1, acquires image data of an object corresponding to the acquired one object ID, and places the acquired image data at the rightmost and uppermost position of the game field 401. The display processing unit 252 may display the acquired image data so that it moves from the top side of the game field 401 downward on the screen. This makes it possible to provide the player with an effect in which objects fall from above to fill in the space of a deleted object.
[0072] An example of an automatic object change process executed in response to the movement of an object based on an object designation instruction will be described with reference to FIGS. 5(b), 6(a) and 6(b).
[0073] 5(b) is a diagram showing an example of the game screen 400 after the objects have been moved in response to the object designation instruction. In response to the movement of the objects in response to the object designation instruction, the progress processing unit 251 determines that four objects, the rightmost and first to fourth objects from the bottom in the game field 401, satisfy the automatic change condition.
[0074] The automatic change condition is, for example, that a predetermined number (e.g., three) or more of the same type of objects are arranged adjacently vertically or horizontally. The same type of objects are, for example, objects with the same object ID. The same type of objects may also be objects with the same attributes. In the example shown in FIG. 5(b), the progress processing unit 251 determines that three or more objects with the object ID "ObjC" are arranged adjacently vertically. Note that the predetermined number is not limited to three, and may be two or four or more. The automatic change condition may also be that a predetermined number or more of a predetermined type of objects are arranged adjacently vertically or horizontally. For example, the automatic change condition is that an object with an object ID "ObjA" and an object with an object ID "ObjB" are arranged adjacently vertically or horizontally in an alternating manner, and that an object with an object ID "ObjA", an object with an object ID "ObjB", and an object with an object ID "ObjC" are arranged adjacently vertically or horizontally in that order. The automatic change condition may be that the same or multiple types of objects are arranged according to a predetermined arrangement pattern, for example, that the same or multiple types of objects are arranged in a cross arrangement pattern (for example, when an object with object ID "ObjA" is arranged at a predetermined position, objects with object ID "ObjA" are arranged adjacent to the predetermined position on each of the top, bottom, left and right sides, or when an object with object ID "ObjB" is arranged at a predetermined position, objects with object ID "ObjC" are arranged adjacent to the predetermined position on each of the top, bottom, left and right sides), and that the same or multiple types of objects are arranged according to a predetermined figure shape (for example, identical objects are arranged to form a triangular shape).
[0075] A predetermined type of object may be determined not to satisfy the automatic change condition. For example, even if a predetermined number or more of objects with the object ID "ObjE" are vertically or horizontally adjacent to each other, the predetermined number or more of objects with the object ID "ObjE" are determined not to satisfy the automatic change condition. This reduces the possibility of automatic object change processing, making it possible to change the difficulty level of the game.
[0076] FIG. 6(a) is a diagram showing an example of a game screen 400 in which the display manner of four objects that have been determined to satisfy the automatic change condition has been automatically changed.
[0077] The display processing unit 252 deletes the four objects determined to satisfy the automatic change condition from the game field 401. When a predetermined number or more of the same type of objects determined to satisfy the automatic change condition are adjacent to other objects of the same type, the other objects may also be deleted.
[0078] Next, the display processing unit 252 displays an additional game area ObjS2 corresponding to the deleted object. The additional game area ObjS2 shown in FIG. 6(a) is an area including the additional game area ObjS1 shown in FIG. 5(a) and FIG. 5(b). Like the additional game area ObjS1 shown in FIG. 5(a) and FIG. 5(b), the additional game area ObjS2 shown in FIG. 6(a) does not include an area corresponding to an object that has never been deleted since the game started. Note that, when the additional game area ObjS1 and the additional game area ObjS2 are adjacent to each other, the display processing unit 252 displays the additional game area ObjS1 and the additional game area ObjS2 by integrating them into one additional game area ObjS.
[0079] The display processing unit 252 displays the movement of one or more objects adjacent to the deleted object in a predetermined direction. In the example shown in Fig. 6(a), two objects arranged above the deleted object move downward. That is, in the game field 401, the second rightmost object from the top moves to the rightmost and bottommost position, and the topmost rightmost object moves to the second rightmost and bottommost position.
[0080] Next, the display processing unit 252 acquires the object IDs of a plurality of objects constituting the additional object group from the game field table T2 of the game being executed stored in the storage unit 22. From the acquired plurality of object IDs, the display processing unit 252 acquires four object IDs (ObjD, ObjD, ObjB, and ObjD in the example shown in FIG. 14) that are the object IDs of the rightmost objects not displayed in the game field 401 and that are closest to the initial object group.
[0081] The display processing unit 252 refers to the object table T1 to obtain image data of objects corresponding to the four obtained object IDs, and arranges the four obtained image data at the rightmost and third to sixth positions from the bottom of the game field 401 according to the arrangement of the added objects. The display processing unit 252 may display the four obtained image data so as to move from the top side of the game field 401 downward on the screen. This makes it possible to provide the player with an effect in which objects fall from above to fill in the deleted objects.
[0082] FIG. 6(b) is a diagram showing an example of the game screen 400 after the object has been moved by the automatic object changing process.
[0083] Fig. 7(a) is a diagram showing an example of a game screen 400 after six game operations have been performed by the player since the start of the game. In the example shown in Fig. 7(a), an added game area ObjS3 is displayed in response to (six) object designation instructions by the player and the automatic object changing process.
[0084] FIG. 7(b) is a diagram showing an example of a case where an object designation instruction is acquired in response to an operation of the operation unit 23 by the player on the game screen 400 shown in FIG. 7(a).
[0085] 7(b), the display processing unit 252 displays a designated marker 404 centered on the tap position of the player, and displays "1 time", which is one time less than "2 times", as the number of times indicated by the remaining number of plays 402. Note that the display processing unit 252 does not need to display the designated marker 404 when the player taps a position on the display screen of the display unit 24.
[0086] FIG. 8(a) is a diagram showing an example of a game screen 400 displayed in response to acquisition of an object designation instruction.
[0087] The display processing unit 252 deletes the object corresponding to the object designation instruction from the game field 401. Next, the display processing unit 252 displays an added game area ObjS4 corresponding to the deleted object. In the example shown in Fig. 8(a), the area ObjS4 corresponding to the object second from the left and second from the bottom, which was deleted by the (seventh) object designation instruction, and the added game area ObjS3 are displayed.
[0088] The display processing unit 252 displays the movement of one or more objects adjacent to the deleted object in a predetermined direction. In the example shown in Fig. 8(a), among the three objects arranged above the deleted object, the objects other than the object with object ID "ObjX" move below the screen. That is, in the game field 401, the second object from the left and the third object from the top moves to the position of the deleted object, the second object from the left and the second object from the top moves to the second object from the left and the third object from the top, and the second object from the left and the topmost object moves to the second object from the left and the second object from the top.
[0089] In this way, an object with object ID "ObjX" is an object that remains in the position where it was placed, without moving, even if an object further down the screen than the object with object ID "ObjX" is deleted. When an object further down the screen than the object with object ID "ObjX" is deleted, an object further up the screen than the object with object ID "ObjX" moves so as to pass through the object with object ID "ObjX". This makes it possible to change the difficulty level of the game depending on the position of the object with object ID "ObjX".
[0090] Next, the display processing unit 252 acquires the object IDs of a plurality of objects constituting the additional object group from the game field table T2 of the game being executed stored in the storage unit 22. The display processing unit 252 acquires one object ID (ObjD in the example shown in FIG. 14) that is the second object from the left that is not displayed in the game field 401 and is closest to the initial object group, from the acquired plurality of object IDs.
[0091] The display processing unit 252 refers to the object table T1, acquires image data of an object corresponding to one acquired object ID, and places the acquired image data in the second position from the left and in the topmost position of the game field 401. The display processing unit 252 may display the acquired image data so that it moves from the top side of the game field 401 downward on the screen. This makes it possible to provide the player with an effect in which objects fall from above to fill in the space of a deleted object.
[0092] Next, an example of an automatic object changing process that is executed successively will be described with reference to FIG. 8(b) to FIG. 10(b).
[0093] Fig. 8(b) is a diagram showing an example of the game screen 400 after the object has been moved in response to the object designation instruction described with reference to Fig. 7(b) and Fig. 8(a). In response to the movement of the object in response to the object designation instruction, the progress processing unit 251 determines that three objects, the second from the bottom and the second to fourth from the left in the game field 401, satisfy the automatic change condition.
[0094] FIG. 9(a) is a diagram showing an example of a game screen 400 in which the display modes of three objects that have been determined to satisfy the automatic change condition have been automatically changed.
[0095] The display processing unit 252 deletes the three objects determined to satisfy the automatic change condition from the game field 401. Next, the display processing unit 252 displays an added game area ObjS5 including an area corresponding to the deleted objects. The added game area ObjS5 shown in FIG. 9(a) is an area obtained by integrating the added game area ObjS3 shown in FIG. 8(a) and FIG. 8(b) and the areas corresponding to the three deleted objects (including the added game area ObjS3) into a single area. As with the added game areas ObjS1 to 4, the added game area ObjS5 does not include areas corresponding to objects that have never been deleted since the game started.
[0096] The display processing unit 252 displays the movement of one or more objects adjacent to the three deleted objects in a predetermined direction. In the example shown in FIG. 9(a), one object arranged in the upper direction of the screen of each of the three deleted objects passes through the object with the object ID "ObjX" and moves in the lower direction of the screen. That is, in the game field 401, the second object from the left and the third object from the top moves to the second position from the left and the second position from the bottom, the third object from the left and the third object from the top moves to the third position from the left and the second position from the bottom, and the fourth object from the left and the third object from the top moves to the fourth position from the left and the second position from the bottom. In conjunction with these movements, in the game field 401, the second object from the left and the second object from the top moves to the second position from the left and the third position from the top, the third object from the left and the second object from the top moves to the third position from the left and the third position from the top, and the fourth object from the left and the second object from the top moves to the fourth position from the left and the third position from the top. Furthermore, in the game field 401, the second-from-the-left and topmost object moves to the second-from-the-left and second-from-the-top position, the third-from-the-left and topmost object moves to the third-from-the-left and second-from-the-top position, and the fourth-from-the-left and topmost object moves to the fourth-from-the-left and second-from-the-top position.
[0097] Next, the display processing unit 252 acquires the object IDs of a plurality of objects constituting the additional object group from the game field table T2 of the game being executed stored in the storage unit 22. From the acquired plurality of object IDs, the display processing unit 252 acquires three object IDs which are the object IDs of the second to fourth objects from the left not displayed in the game field 401 and which are closest to the initial object group.
[0098] The display processing unit 252 refers to the object table T1 to obtain image data of objects corresponding to the three obtained object IDs, and places the three obtained image data in the second to fourth positions from the top and left of the game field 401, respectively. The display processing unit 252 may display the three obtained image data so as to move from the top side of the game field 401 downward on the screen. This makes it possible to provide the player with the effect of objects falling from above to fill in the spaces of deleted objects.
[0099] 9(b) is a diagram showing an example of the game screen 400 after the objects have been moved by the object automatic changing process. In response to the movement of the objects by the object designation instruction, the progress processing unit 251 determines that the second from the bottom and the leftmost object, the second from the bottom and the second from the left object, and the second from the bottom and the third from the left object in the game field 401 satisfy the automatic changing condition.
[0100] FIG. 10(a) is a diagram showing an example of a game screen 400 in which the display modes of three objects determined to satisfy the automatic change conditions and the bottommost object second from the left adjacent to the three objects are automatically changed.
[0101] The display processing unit 252 deletes the third object determined to satisfy the automatic change condition from the game field 401, and also deletes the bottommost and second leftmost object adjacent to the third object from the game field 401. The bottommost and second leftmost object is adjacent to the third object determined to satisfy the automatic change condition and is an object of the same type as the third object. If there is an object of the same type as the third object among the objects adjacent to the bottommost and second leftmost object, that object may also be subject to deletion.
[0102] Next, the display processing unit 252 displays an added game area ObjS6 including areas corresponding to the four deleted objects. The added game area ObjS6 shown in Fig. 10(a) is an area obtained by integrating the added game area ObjS5 shown in Fig. 9(a) and Fig. 9(b) and the areas corresponding to the four deleted objects into a single area. Like the added game areas ObjS1 to 5, the added game area ObjS6 does not include areas corresponding to objects that have never been deleted since the game started.
[0103] The display processing unit 252 displays the movement of one or more objects adjacent to the four deleted objects in a predetermined direction. In the example shown in FIG. 10(a), the objects arranged in the upper direction of the screen of each of the four deleted objects move in the lower direction of the screen passing through the object with the object ID "ObjX". That is, in the game field 401, the leftmost and third object from the top moves to the leftmost and second from the bottom position, the second leftmost and third object from the top and the second leftmost and second object from the top move to the second leftmost and bottommost positions and the second leftmost and second from the bottom positions, and the third leftmost and third object from the top moves to the third leftmost and second from the bottom positions. In conjunction with the movement of these objects, in the game field 401, the leftmost and second object from the top moves to the leftmost and third position, the second leftmost and topmost object moves to the second leftmost and third from the top position, and the third leftmost and second object moves to the third leftmost and third from the top position. Furthermore, in the game field 401, the leftmost and topmost object moves to the leftmost and second position from the top, and the third leftmost and topmost object moves to the third leftmost and second position from the top.
[0104] Next, the display processing unit 252 acquires object IDs of multiple objects constituting the additional object group from the game field table T2 of the game being executed stored in the storage unit 22. Among the acquired multiple object IDs, the display processing unit 252 acquires object IDs of objects not displayed in the game field 401, namely, object ID 1 which is the object ID of the leftmost object and closest to the initial object group, object ID 2 which is the object ID of the second object from the left and closest to the initial object group, and object ID 1 which is the object ID of the third object from the left and closest to the initial object group.
[0105] The display processing unit 252 refers to the object table T1 and acquires image data of an object corresponding to the acquired object ID of 4. The display processing unit 252 arranges image data of an object corresponding to the object ID of 1, which is the object ID of the leftmost object and is closest to the initial object group, at the topmost and first position from the left of the game field 401. The display processing unit 252 also arranges image data of an object corresponding to the object ID of the second object from the left and is closest to the initial object group at the second position from the top and second position from the left of the game field 401, and arranges image data of an object corresponding to the object ID of the second object from the left and is closest to the initial object group at the topmost and second position from the left of the game field 401. The display processing unit 252 also arranges image data of an object corresponding to the object ID of the third object from the left and is closest to the initial object group at the topmost and third position from the left of the game field 401. The display processing unit 252 may display the acquired image data of 4 so as to move from the top side of the game field 401 downward on the screen. This makes it possible to provide the player with the effect of objects falling from above to replace the deleted object.
[0106] FIG. 10(b) is a diagram showing an example of the game screen 400 after the object has been moved by the automatic object changing process.
[0107] FIG. 11(a) is a diagram showing an example of a case where an (eighth) object designation instruction is acquired in response to an operation of the operation unit 23 by the player on the game screen 400 shown in FIG. 10(b).
[0108] 11(a), the display processing unit 252 displays a designated marker 404 centered on the tap position of the player, and displays "0 times", which is one time subtracted from "1 time", as the number of times indicated by the remaining number of plays 402. Note that the display processing unit 252 does not need to display the designated marker 404 when the player taps a position on the display screen of the display unit 24.
[0109] FIG. 11(b) is a diagram showing an example of a game screen 400 in response to acquisition of an object designation instruction.
[0110] The display processing unit 252 deletes the object corresponding to the object designation instruction from the game field 401. Next, the display processing unit 252 displays an added game area ObjS7 including an area corresponding to the deleted object. In the example shown in FIG. 11(b), an added game area ObjS7 is displayed in which an area corresponding to the leftmost and bottommost object deleted by the object designation instruction is integrated with the added game area ObjS6 shown in FIG. 10(a), FIG. 10(b), and FIG. 11(a). As with the added game areas ObjS1 to 6, the added game area ObjS7 does not include an area corresponding to an object that has never been deleted since the game started.
[0111] The display processing unit 252 displays the movement of one or more objects adjacent to the deleted object in a predetermined direction. In the example shown in Fig. 11(b), among the objects arranged in the upper direction of the screen of the deleted object, the objects other than the object with the object ID "ObjX" move in the lower direction of the screen. That is, in the game field 401, the leftmost and second-lowest from the top moves to the position of the deleted object, the leftmost and third-highest from the top moves to the leftmost and second-lowest position, the leftmost and second-highest from the top moves to the leftmost and third position, and the leftmost and topmost object moves to the leftmost and second-highest position.
[0112] Next, the display processing unit 252 acquires the object IDs of multiple objects constituting the additional object group from the game field table T2 of the game being executed stored in the storage unit 22. From the multiple acquired object IDs, the display processing unit 252 acquires one object ID that is the object ID of the leftmost object not displayed in the game field 401 and is closest to the initial object group.
[0113] The display processing unit 252 refers to the object table T1, acquires image data of an object corresponding to the acquired one object ID, and places the acquired image data at the leftmost and uppermost position of the game field 401. The display processing unit 252 may display the acquired image data so that it moves from the top side of the game field 401 downward on the screen. This makes it possible to provide the player with an effect in which objects fall from above to fill in the space of a deleted object.
[0114] FIG. 12(a) is a diagram showing an example of the game screen 400 after an object has been moved in response to an object designation instruction. When the progress processing unit 251 determines that the additional game area ObjS7 includes the start position indicated by the start instruction 403a and the goal position indicated by the goal instruction 403b, it determines that the game clear condition has been met. The game clear condition may be that the number of times indicated by the number of plays 402 has become "0 times" (the player has input eight object designation instructions). The game clear condition may be that the additional game area ObjS7 includes the start position indicated by the start instruction 403a and the goal position indicated by the goal instruction 403b, and that the number of times indicated by the number of plays 402 has become "0 times".
[0115] The start position is the position of the object adjacent to the start instruction 403a, i.e., the position of the topmost and leftmost object in the game field 401. The goal position is the position of the object adjacent to the goal instruction 403b, i.e., the position of the bottommost and leftmost object in the game field 401.
[0116] In the example shown in FIG. 12(a), since the additional game area ObjS7 includes the start position indicated by the start instruction 403a and the goal position indicated by the goal instruction 403b, the progress processing unit 251 determines that the game clear condition has been satisfied.
[0117] Note that even if the number of times indicated by the remaining number of plays 402 becomes "0 times", if the additional game area ObjS does not include the start position indicated by the start instruction 403a and the goal position indicated by the goal instruction 403b, the progress processing unit 251 determines that the game end condition is met without satisfying the game clear condition. If the progress processing unit 251 determines that the game end condition is met without satisfying the game clear condition, it stores game progress data indicating that the game stage was not cleared in the storage unit 22, and ends the game of that game stage.
[0118] 12(b) is a diagram showing an example of a game screen 400 on which an additional game is executed. The display processing unit 252 displays the game screen 400 on which an additional game is executed when the progress processing unit 251 determines that the game clear condition is satisfied.
[0119] When the game screen 400 in which the additional game is executed is displayed, the additional game is automatically started. In the example shown in FIG. 12(b), the game content included in the start instruction 403a moves to the start position, and automatically moves in the additional game area ObjS7 to the goal position (or to the goal instruction 403b via the goal position). The display processing unit 252 may perform display control so that the game content automatically moves on a path created by a known shortest path search method using graph data in which the center positions of the objects in the additional game area ObjS7 are nodes and links connect adjacent nodes. When the game content moves to the goal position (or to the goal instruction 403b via the goal position), the progress processing unit 251 stores game progress data including the fact that the game stage has been cleared in the storage unit 22, and ends the game of the game stage. The movement of the game content may be performed manually in response to the operation of the player. The progress processing unit 251 may also store a bonus according to the moving distance of the game content in the storage unit 22 and the server storage unit 32 in association with the player. For example, if the moving distance of the game medium is equal to or greater than a first distance, a predetermined benefit may be stored in the storage unit 22 and the server storage unit 32 in association with the player. This will cause the player to consider a strategy for tapping the object so that the additional game area ObjS will have a longer moving distance, and a more advanced game can be provided to the player. Also, if the moving distance of the game medium is equal to or less than a second distance, a predetermined benefit may be stored in the storage unit 22 and the server storage unit 32 in association with the player. This will cause the player to consider a strategy for tapping the object so that the additional game area ObjS will have a shorter moving distance, and a more advanced game can be provided to the player.
[0120] If the game clear condition is that the additional game area ObjS7 does not include the start position indicated by the start command 403a and the goal position indicated by the goal command 403b, and if the additional game area ObjS7 does not include at least one of the start position and / or the goal position, the display processing unit 252 may display that the additional game has failed. In this case, the progress processing unit 251 stores game progress data including the fact that the game stage was not cleared in the storage unit 22, and ends the game of that game stage.
[0121] When the game of a game stage ends, the progress processing unit 251 transmits the game progress data stored in the memory unit 22 to the server 3 via the communication unit 21. The server receiving unit 331 of the server 3 receives the game progress data transmitted from the mobile device 2 via the server communication unit 31. The storage processing unit 334 of the server 3 executes a server registration process to store the game progress data received by the server receiving unit 331 in the server storage unit 32.
[0122] 15 is a diagram showing an example of an operation sequence of the game system 1. This operation sequence is executed mainly by the device processing unit 25 and the server processing unit 33 in cooperation with each element of the mobile terminal 2 and the server 3, based on a program stored in advance in the storage unit 22 and the server storage unit 32.
[0123] When the progress processing unit 251 of the portable terminal 2 launches a game application program in accordance with a start instruction input by the player through operation of the operation unit 23, the progress processing unit 251 transmits a data request including the player ID stored in the memory unit 22 to the server 3 via the communication unit 21 (step S101).
[0124] The server receiving unit 331 of the server 3 receives the data request transmitted from the mobile device 2 via the server communication unit 31. Next, the data acquiring unit 332 of the server 3 acquires the game progress data of the player stored in the server storage unit 32 based on the player ID included in the data request. Based on the acquired game progress data, the data acquiring unit 332 identifies one of the game stages that the player has not yet played, and acquires the game field table T2 of the one game stage from the server storage unit 32. Then, the server transmitting unit 333 of the server 3 transmits the game field table T2 acquired by the data acquiring unit 332, and the object table T1 and image data of the objects stored in the server storage unit 32 to the mobile device 2 via the server communication unit 31 (step S102).
[0125] The progress processing unit 251 of the portable terminal 2 receives the object table T1, the game field table T2, and the image data of the objects transmitted from the server 3 via the communication unit 21. The display processing unit 252 of the portable terminal 2 displays the game screen 400 on the display unit 24 based on the object table T1, the game field table T2, and the image data of the objects received by the progress processing unit 251 (step S103).
[0126] Next, the progress processing unit 251 and the display processing unit 252 execute a game progress process (step S104). The game progress process will be described in detail later.
[0127] When the game progress processing is completed, the progress processing unit 251 transmits game progress data relating to the game results based on the game progress processing (such as identification data for identifying game stages that the player has already played and cleared) to the server 3 via the communication unit 21 (step S105).
[0128] When the server receiving unit 331 of the server 3 receives the game progress data transmitted from the mobile terminal 2, the storage processing unit 334 of the server 3 executes a server registration process to store the received game progress data in the server memory unit 32 (step S106).
[0129] 16 is a diagram showing an example of an operational flow of game progression processing by the progression processing unit 251 and the display processing unit 252 of the mobile terminal 2. The game progression processing shown in FIG. 16 is executed in step S104 in FIG.
[0130] The progress processing unit 251 and the display processing unit 252 execute an automatic object changing process (step S201). The automatic object changing process will be described in detail later.
[0131] The progress processing unit 251 determines whether or not an object designation instruction has been acquired in response to the player's operation of the operation unit 23 (step S202). The progress processing unit 251 waits until an object designation instruction has been acquired in response to the player's operation of the operation unit 23 (step S202-No).
[0132] When an object designation instruction is acquired in response to an operation of the operation unit 23 by the player (step S202-Yes), the display processing unit 252 changes the display mode of the designated object (step S203).
[0133] Next, the display processing unit 252 displays the movement of one or more objects adjacent in a predetermined direction to the object whose display mode has been changed (step S204).
[0134] Next, the progress processing unit 251 and the display processing unit 252 execute an automatic object changing process (step S205). The automatic object changing process will be described in detail later.
[0135] Next, the progress processing unit 251 determines whether or not the game clear condition has been met (step S206).
[0136] If it is determined that the game clear condition is met (step S206-Yes), the game screen 400 for executing the additional game is displayed (step S207), and the game progress processing ends.
[0137] If it is determined that the game clear condition is not satisfied (step S206-No), the display processing unit 252 determines whether or not the game end condition is satisfied (step S208).
[0138] If it is determined that the game end condition is not satisfied (step S208-No), the progress processing unit 251 returns the process to step S202.
[0139] If it is determined that the game end condition is satisfied (step S208-Yes), the game progress processing ends.
[0140] 17 is a diagram showing an example of an operational flow of the automatic object changing process by the progress processing unit 251 and the display processing unit 252 of the mobile terminal 2. The automatic object changing process shown in FIG. 17 is executed in steps S201 and S205 in FIG.
[0141] First, the progress processing unit 251 determines whether or not an object that satisfies the automatic change condition exists within the game field 401 (step S301).
[0142] When it is determined that an object satisfying the automatic change condition exists in the game field 401 (step S301-Yes), the display processing unit 252 changes the display mode of the object satisfying the automatic change condition (step S302). Note that the display processing unit 252 may change the display mode of an object that is adjacent to the object satisfying the automatic change condition and is of the same type as the object satisfying the automatic change condition.
[0143] Next, the display processing unit 252 displays the movement of one or more objects adjacent in a predetermined direction to the object whose display mode has been changed (step S303), and returns the process to step S301.
[0144] Moreover, if it is determined that no object that satisfies the automatic change condition exists within the game field 401 (step S301--No), the automatic object change process ends.
[0145] As described above in detail, the game system 1 of the present embodiment can provide the player who has played the puzzle game with an additional game corresponding to the operation result of the puzzle game. That is, the game system 1 of the present embodiment can provide the player with a user interface that realizes a variety of game developments without increasing the types and / or number of game objects or increasing the moving speed of the game objects. In addition, when the mobile terminal 2 is a handheld computer such as a smartphone or a tablet terminal, the player operates the objects displayed on the display screen of the display unit 24 of the mobile terminal 2 with his / her finger and / or stylus or the like to operate the operation unit 23 (touch panel). In this case, the more objects displayed on the display screen, the higher the frequency of operation errors. However, the game system 1 of the present embodiment can execute an additional game by reusing information on the previous game area after execution of the previous game, and can realize a variety of game developments while maintaining operability without increasing the types and / or number of game objects and increasing the moving speed.
[0146] However, the present invention is not limited to this embodiment. For example, when a second predetermined number of objects of the same type, which is greater than the predetermined number in the automatic object change process, are arranged vertically or horizontally adjacent to each other in the game field 401, the second predetermined number of objects of the same type may be deleted, and a special object may be displayed at any of the positions of the second predetermined number of objects of the same type. In this case, an object located above the display position of the special object on the screen is not moved one object size downward on the screen.
[0147] When the special object is tapped by the player, a predetermined game effect may be executed on objects other than the special object arranged in the game field 401. For example, when the special object is tapped by the player, all objects (excluding the object ID "ObjX") within a predetermined range centered on the special object among the multiple objects arranged in the game field 401 are deleted, and the object in the upper direction of the deleted object on the screen is displayed so as to move to the position of the deleted object. Furthermore, in conjunction with this movement, image data of an object having an object ID of the added object group is displayed at the position where the moved object was arranged before it moved. Also, when the special object is tapped by the player, the object attribute of a predetermined type of object or all types of objects among the other objects arranged in the game field 401 may be changed. Note that when a predetermined effect is executed on objects other than the special object, the number indicated by the remaining number of plays 402 may be subtracted by one.
[0148] In this way, the game system 1 of the present embodiment can provide a diverse game to the player by making a special object appear when more objects are deleted at the same time than can be achieved by the automatic change process.
[0149] 8(b) to 10(b), when the automatic object changing process is executed consecutively, the progress processing unit 251 may store the consecutive point value in the storage unit 22. For example, when the automatic object changing process is executed twice consecutively after the start of the game, the progress processing unit 251 stores "2" in the storage unit 22 as the consecutive point value.
[0150] Thereafter, when the automatic object changing process is executed four times in succession in response to an object designation instruction by the player, the progress processing unit 251 stores "6" (adding "4" to the stored "2") as the continuous point value in the storage unit 22. Furthermore, when the automatic object changing process is executed three times in succession in response to an object designation instruction by the player, the progress processing unit 251 stores "9" (adding "3" to the stored "6") as the continuous point value in the storage unit 22. The display processing unit 252 may display the continuous point value on the game screen 400.
[0151] When the continuous point value becomes equal to or greater than a predetermined number of points (e.g., "10"), the progress processing unit 251 subtracts the predetermined number of points (e.g., "10") from the continuous point value, and the display processing unit 252 displays a predetermined image (icon, etc.) within the game screen 400.
[0152] When the player taps on the predetermined image, a predetermined game effect may be executed for one or more objects arranged in the game field 401. For example, when the player taps on the predetermined image, the display processing unit 252 may change a predetermined type of object arranged in the game field 401 to another type of object. For example, the display processing unit 252 changes each of the objects with object ID "ObjE" to any of the other objects with object IDs "ObjA" to "ObjD". When three objects with object ID "ObjE" are arranged in the game field 401, all of the three objects may be changed to an object with object ID "ObjA". Alternatively, the three objects may be changed to an object with object ID "ObjA", an object with object ID "ObjB", and an object with object ID "ObjC", respectively. Furthermore, when the player taps on the predetermined image, the display processing unit 252 may delete all or a part of the predetermined type of object arranged in the game field 401. Furthermore, the display processing unit 252 may change all or some of the objects associated with a predetermined attribute placed on the game field 401 to another attribute.
[0153] In this way, the game system 1 of this embodiment can automatically change some of the multiple objects in the game field 401 by having the player perform automatic change processes in succession, making it possible to provide the player with a diverse game.
[0154] The change in the display mode of the object may be a change in the display color accompanying the merging of the objects. For example, when an object with object ID "ObjA" is tapped and an object with object ID "ObjB" adjacent to the object with object ID "ObjA" in the upper direction of the screen moves in the lower direction of the screen, the progress processing unit 251 may read out a new object with object ID "ObjF" resulting from the merging of the object with object ID "ObjA" and the object with object ID "ObjB" from the object table T1, and the display processing unit 252 may display the object with object ID "ObjF" at the display position of the object with object ID "ObjA".
[0155] As a result, when the object corresponding to the object designation instruction and an object adjacent thereto in the upper direction of the screen form a specific combination, a new object appears, making it possible to provide the player with a diverse game.
[0156] Also, a bonus may be stored in the storage unit 22 and the server storage unit 32 in association with a player according to the area of the additional game area ObjS when the additional game is started. For example, if the area of the additional game area ObjS when the additional game is started is smaller than a predetermined first area, a bonus may be stored in the storage unit 22 and the server storage unit 32 in association with a player. This makes it possible to give a bonus to a player who has cleared the game efficiently by removing fewer objects from the game field 401. Also, if the area of the additional game area ObjS when the additional game is started is larger than a predetermined second area, a bonus may be stored in the storage unit 22 and the server storage unit 32 in association with a player. This makes it possible to give a bonus to a player who has cleared the game by removing more objects from the game field 401.
[0157] 4(a) to 12(b) may be simultaneously provided to mobile terminals 2 owned by multiple players. For example, the game system 1 may provide a competitive game using the same game screen 400 to multiple players.
[0158] In this battle game, for each of the multiple players to whom the battle game is provided by the game system 1, the area corresponding to the object deleted by each player may be associated with each player. For example, the server receiving unit 331 receives information on the area corresponding to the object deleted by each player transmitted from each mobile terminal 2 via the server communication unit 31, and the server storage unit 32 stores the received information on the area corresponding to the object deleted by each player in association with the player ID of each player. In addition, when data transmission and reception between each mobile terminal 2 is performed directly or via the server 3, the information on the area corresponding to the object deleted by each player transmitted from each mobile terminal 2 may be received by one or more mobile terminals 2 other than the mobile terminal 2 that transmitted the information, and in each mobile terminal 2, the area corresponding to the object deleted by each player may be stored in each storage unit 22 in association with each player.
[0159] For example, a game field 401 in which a plurality of objects are arranged is displayed on the display units 24 of the portable terminals 2 of a plurality of players, and an additional game area ObjS corresponding to each player is displayed on the display units 24 of the portable terminals 2 of each player. That is, when a competitive game is provided for player A and player B, an additional game area ObjS-a of player A and an additional game area ObjS-b of player B are displayed on the same game field 401.
[0160] In this competitive game, players are controlled so that they cannot use another player's additional game area ObjS as their own additional game area ObjS. For example, when the change in the display mode of the object and the movement of the object in response to the object designation instruction of player A are completed and the automatic object change process is completed (or not executed), player B can issue an object designation instruction. Even if an object is deleted in player A's additional game area ObjS-a in response to player B's object designation instruction, the area corresponding to the object is not integrated with player B's additional game area ObjS-b. When an object is deleted in player A's additional game area ObjS-a in response to player B's object designation instruction, the area corresponding to the object is no longer the additional game area ObjS-a of player A, and may be integrated with player B's additional game area ObjS-b. Furthermore, when an object in player A's additional game area ObjS-a is deleted in response to player B's object designation instruction, the area corresponding to that object may be part of player A's additional game area ObjS-a and may also be integrated with player B's additional game area ObjS-b (i.e., the area corresponding to the deleted object will be included in both the additional game area ObjS-a and the additional game area ObjS-b).
[0161] In this way, the game system 1 can provide a game in which a puzzle game and a strategy game can be played simultaneously to multiple players. The game system 1 also prevents a decrease in the visibility of objects for the player, and prevents a decrease in the player's input accuracy due to an increase in the types and / or number of multiple objects in the limited display area of the display unit 24 of the mobile terminal 2 and an increase in the moving speed, thereby making it possible to provide the player with a user interface that realizes a variety of game developments without deteriorating usability.
[0162] In this competitive game, when an object placed at the same position is deleted a predetermined number of times in response to an object designation instruction by a player (and in response to an automatic object change process executed in response to the object designation instruction), the area corresponding to that position may be set as the additional game area ObjS of that player.
[0163] The additional game may be any game that uses the additional game area ObjS. For example, the additional game may be a board game in which pieces can be placed only in the additional game area ObjS. The additional game may be a quiz game in which an image of the same size as the game field 401 is displayed with the area other than the additional game area ObjS masked, and the name of the image is asked.
[0164] Also, the puzzle game and the additional game may be executed simultaneously. For example, the additional game may be an escape game in which the player protects the game medium from enemy game media that automatically move within the game field 401.
[0165] In this case, at the same time as the game starts, the game medium and the enemy game medium move only within the additional game area ObjS within the game field. The game medium automatically moves within the additional game area ObjS, and the enemy game medium tracks the automatically moving game medium. The player issues an object designation instruction to generate the additional game area ObjS, thereby enlarging the movable area of the game medium and enabling the game medium to escape from the pursuit of the enemy game medium. For example, if the game medium is not captured by the enemy game medium for a predetermined time (if the enemy game medium does not reach the position of the game medium), the progress processing unit 251 may determine that the escape game is successful, and may store a predetermined benefit in association with the player in the storage unit 22 and the server storage unit 32.
[0166] In this escape game, the game medium and the enemy game medium may be allowed to move in areas other than the additional game area ObjS in the game field. In this case, the game medium automatically moves in areas other than the additional game area ObjS in the game field 401, and the enemy game medium tracks the automatically moving game medium. The player issues an object designation instruction to generate the additional game area ObjS, thereby reducing the area in which the enemy game medium can move and making it impossible to track the enemy game medium. For example, if the game medium is not caught by the enemy game medium for a predetermined time, the progress processing unit 251 may determine that the escape game has been successful and store a predetermined benefit in the storage unit 22 and the server storage unit 32 in association with the player.
[0167] Furthermore, the game executed before the additional game is not limited to a puzzle game, but may be a game in which the player taps on the game screen 400 (for example, a shoeing game, a board game such as chess, etc.).
[0168] In addition, the progress of the game in this embodiment may be changed depending on the relationship between the object corresponding to the object designation instruction (an object deleted by the player's operation) and / or the object satisfying the automatic change condition (an object deleted when the automatic change condition is satisfied), and the additional game area ObjS.
[0169] For example, in a started game, when the area attribute for the additional game area ObjS is stored in advance in the storage unit 22, if the object attribute of an object deleted by a player's operation and / or the object attribute of an object deleted when an automatic change condition is satisfied has a predetermined relationship with the area attribute, the area corresponding to the deleted object is set as the player's additional game area ObjS. The predetermined relationship between the object attribute and the area attribute is, for example, that the object attribute and the area attribute are the same, or that the combination of the object attribute and the area attribute is the same as a predetermined combination, etc.
[0170] Furthermore, for example, when an object corresponding to an object designation instruction and an object adjacent thereto in the upper direction of the screen form a specific combination, an additional game area ObjS corresponding to the specific combination may be displayed at a position corresponding to the object corresponding to the object designation instruction. When the game ends, a bonus according to the area of the additional game area ObjS corresponding to the specific combination may be stored in the storage unit 22 in association with the player.
[0171] Furthermore, an area corresponding to an object deleted by a player's operation and / or an area corresponding to an object deleted when an automatic change condition is satisfied may be associated with an area attribute that is the same as the object attribute of the deleted object. If an area corresponding to a deleted object is adjacent to an additional game area ObjS and the area attribute of the area corresponding to the deleted object is the same as the area attribute of the additional game area ObjS, the area corresponding to the deleted object is integrated into the additional game area ObjS.
[0172] In a game in which a plurality of types of object attributes are set and the types of object attributes of deleted objects are at least two or more, an additional game area ObjS used when a game end condition is satisfied and an additional game is executed is associated with at least two types of area attributes. In this case, an additional game according to at least two types of area attributes may be executed. For example, the game medium may be set to be automatically movable within the additional game area ObjS corresponding to a first area attribute of the at least two types of area attributes, and to be movable (manually) by a player's operation within the additional game area ObjS corresponding to a second area attribute of the at least two types of area attributes.
[0173] Furthermore, for example, when a player attribute is associated with a player and stored in the storage unit 22, if any of at least two types of area attributes associated with the additional game area ObjS is identical to the player attribute, the additional game area ObjS having the same area attribute as the player attribute may be associated with the player and stored in the storage unit 22. In this case, a bonus and / or points may be associated with the player and stored in the storage unit 22 according to the area of the additional game area ObjS associated with the player.
[0174] Also, for example, when game elements such as terrain, items, castles, towns, buildings, characters, etc., each having a plurality of types of attributes, are arranged in advance in the game field of the additional game, game elements included in the additional game area ObjS and having an attribute identical to the area attribute of the game area ObjS may be associated with the player and stored in the storage unit 22. In this case, the progress processing unit 251 may control so that only the game elements associated with the player can be used in the additional game. Also, the progress processing unit 251 may make the game elements associated with the player available during the execution period of the additional game, and make the game elements not associated with the player available when a predetermined use condition is satisfied. The predetermined use condition is, for example, that the current time is within a predetermined period (shorter than the execution period of the additional game) of the execution period of the additional game, that a predetermined item has been used by the player, and / or that the area of each of two or more types of additional game areas ObjS is equal to or larger than a predetermined area.
[0175] The game system 1 may also be configured to include only a plurality of portable terminals 2 operated by a plurality of players. Each of the plurality of portable terminals 2 performs wireless communication with the other portable terminals 2 by a predetermined communication method, and an ad-hoc network is formed by the plurality of portable terminals 2. In this case, a specific portable terminal 2 among the plurality of portable terminals 2 functions as a host and executes each function of the server 3 described above. The above-mentioned game is executed by a portable terminal 2 other than the specific portable terminal 2 among the plurality of portable terminals 2 communicating with the specific portable terminal 2 that executes each function of the server 3. The specific portable terminal 2 that functions as a host executes both the functions of the server 3 and the functions of the portable terminal 2. The predetermined communication method is, for example, a wireless communication method conforming to the IEEE802.11 standard.
[0176] Furthermore, part of the functions of the device processing unit 25 of the mobile terminal 2 may be realized by the server processing unit 33 of the server 3. The server processing unit 33 may execute game progress processing, and the display processing unit 252 of the mobile terminal 2 may display the results of the game progress processing transmitted from the server 3 on the display unit 24. The game system 1 providing such so-called web games makes it possible to reduce the processing load of the mobile terminal 2.
[0177] It should be understood that those skilled in the art can make various changes, substitutions, and alterations thereto without departing from the spirit and scope of the present invention. [Explanation of symbols]
[0178] 1. Game System 2. Mobile devices 21 Communications Department 22 Memory section 23 Control section 24 Display 25 Terminal Processing Section 251 Progress Processing Unit 252 Display processing unit 3 Server 31 Server Communication Department 32 Server memory section 33 Server Processing Unit 331 Server Reception Unit 332 Data Acquisition Department 333 Server transmission unit 334 Memory Processing Unit 4 base station 5. Mobile communication networks 6. Gateway 7. Internet
Claims
1. A game device including a display unit having a display screen, deleting a first object displayed on the display screen in response to an operation by a player; running a first game in which a second object adjacent to the first object in a predetermined direction is displayed so as to move to a position on the display screen of the first object; a processing unit that, when a first condition related to the first game is satisfied, ends the first game and executes a second game using a game element included in a game area corresponding to the first object; A gaming device, wherein the game elements used in the second game are game elements associated with the player.
2. The game device described in Claim 1, wherein the first condition is that the number of deletion operations by the player reaches a predetermined number.
3. The processing unit includes: using the game element not associated with the player in the second game when a usage condition is satisfied; 2. The game device according to claim 1.
4. 4. The game device according to claim 3, wherein the use condition is that the current time is within a specific period, that a predetermined item has been used by the player, and / or that the area of the game area is equal to or larger than a predetermined area.
5. The game element associated with the player has a first attribute among the game elements included in the game area. The game device according to any one of claims 1 to 4.
6. The game device according to claim 5 , wherein the first attribute is an attribute possessed by the game area.
7. In deleting the first object, the processing unit deletes the first object in accordance with an operation by the player from among a plurality of objects displayed on the display screen; When the game area is adjacent to another game area, the processing unit merges the two adjacent game areas; 7. The gaming device according to claim 1, wherein the first condition is that the game area includes a predetermined position used in the second game.
8. The processing unit includes: By the movement of the second object, a plurality of objects including the second object are newly displayed; a third object for which a deletion condition is satisfied among the plurality of newly displayed objects is deleted from the display screen; The game device according to any one of claims 1 to 7, wherein an area corresponding to the third object is specified as the game area.
9. The processing unit includes: displaying a fourth object adjacent to the third object in the predetermined direction so as to move to a position of the third object on the display screen; By moving the fourth object, a plurality of objects including the fourth object are newly displayed; Each time the plurality of objects are newly displayed, the deletion of the third object for which the deletion condition is satisfied, the specification of the game area, the movement and display of the fourth object, and the new display of the plurality of objects are executed; 9. The game device according to claim 8, wherein the second parameter value is increased in accordance with the number of times that the deletion condition is consecutively satisfied.
10. An attribute is associated with each of the plurality of objects; 10. The game device according to claim 9, wherein when a change condition for the second parameter value is satisfied, the second attribute is changed to another attribute for a fifth object associated with the second attribute among the plurality of objects displayed on the display screen.
11. The game device according to any one of claims 1 to 10, wherein the processing unit associates a benefit corresponding to a size of the game area with the player.
12. A method for controlling a game device having a display unit with a display screen, comprising: The game device, deleting a first object displayed on the display screen in response to an operation by a player; running a first game in which a second object adjacent to the first object in a predetermined direction is displayed so as to move to a position on the display screen of the first object; when a first condition related to the first game is satisfied, ending the first game and executing a second game using game elements included in a game area corresponding to the first object; A control method, wherein the game element used in the second game is the game element associated with the player.
13. A control program for a game device having a display unit with a display screen, The game device includes: deleting a first object displayed on the display screen in response to an operation by a player; running a first game in which a second object adjacent to the first object in a predetermined direction is displayed so as to move to a position on the display screen of the first object; when a first condition related to the first game is satisfied, ending the first game and executing a second game using a game element included in a game area corresponding to the first object; A control program, wherein the game elements used in the second game are game elements associated with the player.
Citation Information
Patent Citations
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