Game Program

JP7644305B1Active Publication Date: 2025-03-11NHN PLAYART
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Patent Information

Application Number
JP2024184371
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-10-18
Publication Date
2025-03-11
Estimated Expiration
2044-10-18

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Abstract

To provide a novel puzzle game in which the movements of puzzle elements are difficult to predict. [Solution] The game program causes a computer to specify an initial position of a first puzzle element to be operated in accordance with a user operation, and to move the first puzzle element from the specified initial position by applying a virtual external force to the first puzzle element, and when the first puzzle element comes into contact with or close to a second puzzle element different from the first puzzle element, if the attributes of the first puzzle element and the second puzzle element are the same, the first puzzle element and the second puzzle element are combined to change them into a third puzzle element having an attribute different from the attribute of the first puzzle element, and if the attributes of the first puzzle element and the second puzzle element are different from each other, the game program causes a computer to change the shapes of the first puzzle element and the second puzzle element without combining the first puzzle element and the second puzzle element.
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Description

[Technical field]

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

[0002] Conventionally, there is known a puzzle game in which puzzle elements (puzzle pieces) that fall due to a virtual gravity set in a puzzle area are stacked from the bottom up, and when a block that satisfies a predetermined condition is created by combining multiple puzzle elements, the block is removed. In such a puzzle game, puzzle elements of various shapes that combine multiple square objects are prepared. A user operates the puzzle elements to drop them in a desired position. When the above-mentioned block is created by the fallen puzzle elements, the block is removed from the puzzle area. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2010-259455 A Summary of the Invention [Problem to be solved by the invention]

[0004] The above-mentioned puzzle games focus on determining where to drop the puzzle elements and how to arrange them. In other words, the above-mentioned puzzle games are premised on the premise that the puzzle elements are arranged in the positions intended by the user through the user's operation. However, such puzzle games have a problem in that the operation tends to become monotonous for users who are accustomed to the operation, and they tend to get bored of the game, since the puzzle elements only move within the range of the user's expectations.

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

[0006] A game program according to an embodiment of the present disclosure is a game program that causes a computer to execute a puzzle game that progresses by a user operating a plurality of puzzle elements. The game program according to an embodiment of the present disclosure causes a computer to specify an initial position of a first puzzle element to be operated in response to a user operation, move the first puzzle element from the specified initial position by exerting a virtual external force on the first puzzle element, and, when the first puzzle element comes into contact with or is close to a second puzzle element different from the first puzzle element, if the attributes of the first puzzle element and the second puzzle element are the same, combine the first puzzle element and the second puzzle element to change them into a third puzzle element having an attribute different from the attribute, and, if the attributes of the first puzzle element and the second puzzle element are different from each other, change the shapes of the first puzzle element and the second puzzle element without combining the first puzzle element and the second puzzle element.

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

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

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

[0010] The puzzle elements may each be assigned a physical property parameter. The game program may cause the computer to elastically change the shape of the puzzle elements based on a physics calculation for the physical property parameter.

[0011] The game program may also cause the computer to move or change the shape of other puzzle elements in contact with the third puzzle element based on physical calculations on at least the physical property parameters of the third puzzle element when the size of the third puzzle element is larger than the size of the first puzzle element and the second puzzle element before they are combined.

[0012] The game program may cause the computer to combine the first puzzle element and the second puzzle element in a manner such that the first puzzle element is blended with the second puzzle element as a reference.

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

[0014] The game program may cause the computer to display a plurality of puzzle elements to be operated from the next time onward together with the first puzzle element to be operated. In this case, the game program may cause the computer to change the first puzzle element to be operated to another puzzle element to be the next operation target.

[0015] The virtual external force may be virtual gravity. Effect of the Invention

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

[0017] [Figure 1] 1 is a block diagram showing a configuration of a communication system according to an embodiment of the present disclosure. [Diagram 2] 1 is a block diagram showing a configuration of a communication device according to an embodiment of the present disclosure. [Diagram 3] FIG. 2 is a block diagram showing a configuration of a server according to an embodiment of the present disclosure. [Figure 4] FIG. 2 is a block diagram showing a game processing function of a communication device according to an embodiment of the present disclosure. [Diagram 5] FIG. 2 is a block diagram showing a game processing function of a server according to an embodiment of the present disclosure. [Figure 6] FIG. 13 is a diagram showing a game image of a puzzle game according to the game program of an embodiment of the present disclosure. [Figure 7] A figure for explaining puzzle elements used in a puzzle game according to an embodiment of the game program of the present disclosure. [Figure 8] A figure for explaining puzzle elements used in a puzzle game according to an embodiment of the game program of the present disclosure. [Figure 9] A diagram showing a puzzle area of ​​a puzzle game according to a game program of an embodiment of the present disclosure. [Figure 10] A diagram showing a puzzle area of ​​a puzzle game according to a game program of an embodiment of the present disclosure. [Figure 11] A diagram showing a puzzle area of ​​a puzzle game according to a game program of an embodiment of the present disclosure. [Figure 12] A diagram showing a puzzle area of ​​a puzzle game according to a game program of an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] A game program (specifically, a program for controlling images in a puzzle game) according to one embodiment of the present disclosure will be described below with reference to the drawings. However, the present disclosure can be implemented in many different forms. In other words, the present disclosure should not be interpreted as being limited to the description of the embodiments shown below. In the drawings referred to in this embodiment, the same parts or parts having similar functions are designated by the same reference numerals or reference numerals with an alphabetical letter following the same reference numerals, and repeated explanations thereof will be omitted.

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

[0020] A "game image" is an image displayed on a display that represents the progress of a game. In the case of a puzzle game, a game image including a puzzle area in which multiple puzzle elements are arranged is displayed on the display. A game user (hereinafter simply referred to as "user") can perform game operations by performing a touch operation on a part of the game image.

[0021] A "puzzle area" is an area in a game image to which multiple puzzle elements are supplied. The user determines the initial position of a puzzle element (the starting position for the puzzle element to move toward the puzzle area) by touch operation, and thereby determines to which direction in the puzzle area the puzzle element should be moved. By repeating such touch operation by the user, puzzle elements are sequentially supplied to the puzzle area, and the puzzle game progresses according to a predetermined rule.

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

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

[0024] A "physical parameter" is a parameter that indicates the physical properties of a substance. Each puzzle element has a set of physical parameters. Physical parameters can include elastic modulus (modulus of elasticity), dynamic elastic modulus, density (mass), hardness, coefficient of friction, etc. A puzzle element may or may not be able to deform elastically depending on the setting of its physical parameters. For example, if the physical parameters of a puzzle element are set so that it can deform elastically, the puzzle element will behave as if it were an elastic body.

[0025] A "touch operation" refers to an operation performed by a user by touching a touch panel or the like with a finger or a stylus pen (hereinafter referred to as an "indicator"). A "tap operation" refers to a touch operation in which the time from when the indicator starts to contact until it is released is short. A "long press operation" refers to a touch operation in which the time from when the indicator starts to contact until it is released is longer than a tap operation. A "slide operation" refers to an operation in which the contact point of the indicator is moved while maintaining the contact state of the indicator (an operation involving a change in the coordinates of the contact point). A slide operation in which the indicator is in contact for a long period of time is sometimes called a swipe operation. A slide operation in which the indicator is in contact for a short period of time is sometimes called a flick operation.

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

[0027] In the present specification and the drawings, when it is necessary to distinguish each puzzle element from the others, they may be distinguished from each other by a common reference number (e.g., PE) followed by a number (e.g., PE1 to PE7). However, when it is not necessary to distinguish each puzzle element from the others in the description, they may be described using only the common reference number.

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

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

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

[0031] The game program can be executed by the communication device 100, by the server 500, or by the communication device 100 and the server 500 sharing the roles (so-called distributed processing).

[0032] The server 500 is an information processing device that provides a game program and various services to the communication device 100. The various services include, for example, services such as login processing and synchronization processing when an online game is executed in the communication device 100. In addition, the various services may include, for example, services such as SNS (social networking service) and billing processing. The game program is recorded in a storage device included in the server 500, a recording medium readable by the server 500, or a database to which the server 500 can connect via the network NW. In FIG. 1, the server 500 is illustrated as a single information processing device, but may be composed of multiple information processing devices.

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

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

[0035] The storage unit 102 is a recording device (recording medium) that can permanently hold information and rewrite information, such as a non-volatile memory or a hard disk drive. The storage unit 102 stores information such as programs and parameters required for executing the programs. For example, the above-mentioned game program is stored in the storage unit 102.

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

[0037] The operation unit 104 is an operation device that outputs a signal (e.g., a signal indicating a command or information) in response to a user's operation to the control unit 101. The operation unit 104 is a touch sensor arranged on the surface of the display unit 103. The operation unit 104 constitutes a touch panel when combined with the display unit 103. The command or information in response to the user's operation is input to the communication device 100 by the user touching the operation unit 104 with a pointing object such as a finger or a stylus pen. However, the operation unit 104 may include a switch arranged on the housing of the communication device 100.

[0038] The sensor unit 105 is a device having a function of collecting information related to the movement of the communication device 100, the environment surrounding the communication device 100, and the like, and converting the information into a signal. The sensor unit 105 in this embodiment is, for example, an acceleration sensor. The control unit 101 obtains information related to the movement (for example, tilt, vibration, etc.) of the communication device 100 based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example, and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.

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

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

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

[0042] The sound input / output unit 109 inputs and outputs sound. For example, sound is input by a microphone of the sound input / output unit 109. Sound is output by a speaker of the sound input / output unit 109. The sound input / output unit 109 can be used for calls with other communication devices, as well as for collecting external sounds or outputting voices or sound effects associated with the progress of a game.

[0043] The notification unit 110 notifies the user of the state of the communication device 100 by a visual, auditory, or tactile method. Specifically, the notification unit 110 notifies the user of the state of the communication device 100 by using light, sound, or vibration. For example, the notification unit 110 can notify the user of the presence or absence of communication with an external device by blinking a lamp or vibrating the entire housing. The vibration of the entire housing is performed by a vibrator of the notification unit 110. The notification unit 110 can also notify the user of the occurrence of an event accompanying the progress of the game. For example, the notification unit 110 can notify the user of the occurrence of an event accompanying the progress of the game by using light, sound, or vibration that a puzzle element supplied to the puzzle area has satisfied a predetermined condition.

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

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

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

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

[0048] [Game processing function of communication device] The following describes a game processing function executed by communication device 100. The game processing function is realized by control unit 101 of communication device 100 executing a game program. A part or all of the configuration for realizing the game processing function described below may be realized by hardware.

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

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

[0051] The setting data receiving unit 12 receives setting data from the server 500 via the communication unit 108. The setting data is data including various setting parameters related to the game progress, and is generated by the server 500. The setting data may include control data related to game control.

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

[0053] The game processing execution unit 14 executes a process (game progress process) for controlling the progress of the game based on the game operation acquired by the game operation acquisition unit 11 and the setting data received by the setting data reception unit 12. The game progress process includes, for example, a process for various events (including rearrangement of puzzle elements) associated with the synthesis or erasure of a plurality of puzzle elements supplied in a puzzle area, which will be described later, a process for generating status data according to the process of various events, and a process for controlling a game image according to the situation of the game progress. The status data is data that represents the state of the game progress (the arrangement of each puzzle element, the occurrence or non-occurrence of an event, the use or non-use of an item, etc.). The game processing execution unit 14 can generate the status data at any timing. A detailed example of the game progress process will be described later.

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

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

[0056] The display data output unit 17 outputs the display data generated in the display data generation unit 16 to the display unit 103. The display data output unit 17 generates, for example, a signal for controlling the output timing of a display image, a signal for controlling each driver circuit of the display unit 103, and the like.

[0057] [Server game processing function] The following describes a game processing function executed by the server 500. The game processing function is realized by the control unit 501 of the server 500 executing a game program. A part or all of the configuration for realizing the game processing function described below may be realized by hardware.

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

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

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

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

[0062] The setting data is data for setting each parameter according to the state of the game progress. For example, the setting data may include identification data of the related communication device 100, parameters related to the progress and control of the next game stage, attributes and physical property parameters of updated puzzle elements (details will be described later), etc. In response to receiving status data, the game processing execution unit 53 can generate setting data associated with the communication device 100 corresponding to the status data.

[0063] The setting data transmission unit 54 transmits the setting data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The setting data transmission unit 54 can transmit the setting data, for example, when an event occurs, when transitioning to the next game stage, etc. The setting data transmission unit 54 may transmit current status data to the communication device 100 in addition to the setting data.

[0064] [Game image composition] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor included in the control unit 101) of the communication device 100 shown in Fig. 2 executing a game program read from the storage unit 102. However, a configuration may also be adopted in which the control unit 501 (specifically, the processor included in the control unit 501) of the server 500 shown in Fig. 3 executes the game program stored in the storage unit 502 to display the game image GI on the display unit 103 of the communication device 100.

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

[0066] As shown in FIG. 6, the game image GI includes a container 61 having an opening facing upward. In this embodiment, the area inside the container 61 is called the puzzle area PA, and the area outside the container 61 is called the non-puzzle area NPA. The puzzle area PA is an area where a plurality of puzzle elements PE that function as puzzle pieces are supplied, and where the puzzle elements PE interfere with each other to progress the puzzle game. The non-puzzle area NPA is an area of ​​the game image GI other than the puzzle area PA. In the example shown in FIG. 6, a plurality of puzzle elements PE are supplied to the puzzle area PA. In this embodiment, the physical parameters of the puzzle elements PE are set so that they are elastically deformed in response to an external force. The puzzle elements PE located in the puzzle area PA have various sizes, types, and shapes, the reasons for which will be described later. Various images and objects that assist the progress of the game, such as background images and user interface images (UI images), are arranged in the non-puzzle area NPA.

[0067] The game image GI shown in FIG. 6 includes, as a background image, a conveyor 21, a hold stage 22, a piece transporter 23, and a score display 24. The conveyor 21 is a device for sequentially transporting a plurality of puzzle elements PE supplied to the puzzle area PA. The hold stage 22 is an area for temporarily evacuating the puzzle element PE to be operated. The piece transporter 23 is a device for transporting the puzzle element PE to be operated in the left-right direction in response to the user's operation. The score display 24 is an area for displaying points acquired during the progress of the puzzle game.

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

[0069] The puzzle game of this embodiment progresses as the user operates the game image GI having the above-mentioned configuration. However, the game image GI shown in FIG. 6 is merely an example of a puzzle game when the game program of this embodiment is executed, and the background image and UI image (including functions assigned to the UI image) arranged in the game image GI are not limited to the configuration shown in the figure. For example, the operation of the piece transporter 23 can also be performed by the user's touch operation at any position on the screen. Specifically, the piece transporter 23 may move in the left and right directions in response to a slide operation at any position on the screen, and when the user releases his / her finger, the puzzle element PE may fall from the piece transporter 23. In this case, the position where the user releases his / her finger becomes the initial position of the puzzle element PE to be supplied to the puzzle area PA.

[0070] [Outline of game progress] Next, the progress of the puzzle game when the game program of this embodiment is executed will be described with reference to Fig. 6. In summary, the puzzle game of this embodiment is a game in which puzzle elements PE are sequentially supplied to a puzzle area PA in response to user operations, and players compete for the total number of points (score) acquired by repeatedly combining and erasing puzzle elements PE in the puzzle area PA.

[0071] As a basic operation in the puzzle game of this embodiment, the user moves the puzzle element PE held by the piece transporter 23 in the left-right direction to specify an initial position that is a drop start point of the puzzle element PE. At this time, as shown in FIG. 6, a plurality of puzzle elements PE that are transported one after another are displayed on the conveyor 21. Specifically, the game image GI includes a plurality of puzzle elements that will be the operation target from the next time onwards while the piece transporter 23 is being operated by the user (i.e., while an operation to specify the initial position of the puzzle element PE to be operated is being performed). By visually checking each puzzle element PE arranged on the conveyor 21, the user can recognize what kind of attribute (size, shape, or type) the puzzle element PE that will be the operation target from the next time onwards has. In the example shown in FIG. 6, the plurality of puzzle elements PE arranged on the conveyor 21 are the operation targets in order from the right.

[0072] In addition, the user can temporarily reserve the supply of the puzzle element PE held in the piece transporter 23 to the puzzle area PA by using the hold stage 22. Specifically, the user can temporarily evacuate the puzzle element PE currently being operated to above the hold stage 22 as the next operation target. In this case, the puzzle element PE that was the operation target moves above the hold stage 22, and another puzzle element (the puzzle element PE arranged at the rightmost side of the conveyor 21) that was the next operation target is attached to the piece transporter 23 as the puzzle element PE to be operated. In other words, the user can change the puzzle element PE to be operated to another puzzle element PE that is the next operation target. The puzzle element PE held in the hold stage 22 is then replaced with the puzzle element PE attached to the piece transporter 23 and becomes the operation target when an operation is performed to evacuate another puzzle element PE to the hold stage 22.

[0073] As described above, a plurality of puzzle elements PE to be operated next time and thereafter are displayed on the conveyor 21. Therefore, the user can strategically determine the puzzle elements PE to be supplied to the puzzle area PA by considering the puzzle elements PE on the conveyor 21 and by using the hold stage 22, and can efficiently acquire points.

[0074] The puzzle element PE, whose initial position has been specified by the piece transporter 23, is released from the piece transporter 23 and supplied to the puzzle area PA (inside the container 61). A virtual gravitational field is set in the space between the piece transporter 23 and the container 61, and in the puzzle area PA. In other words, virtual gravity acts on the puzzle element PE that has been released from the piece transporter 23 as a virtual external force. Therefore, the puzzle element PE that has been released from the piece transporter 23 moves toward the bottom of the container 61 so as to fall due to the virtual gravity. The multiple puzzle elements PE supplied to the puzzle area PA are arranged so as to be piled up from the bottom, as shown in FIG. 6. The progress of the puzzle game in the puzzle area PA will be described later.

[0075] The game image GI shown in FIG. 6 contains liquid 62 inside a container 61. The liquid 62 resembles water filled in the container 61. A predetermined amount of liquid 62 is placed in the container 61, and when puzzle elements PE are supplied into the container 61, an effect is given in which the liquid level (the water level of the liquid 62) gradually rises. In other words, the liquid level of the liquid 62 rises as the ratio of puzzle elements PE in the puzzle area PA increases. Finally, when the liquid level of the liquid 62 exceeds a predetermined position as the puzzle elements PE located in the puzzle area PA increase, the game is over. In the puzzle game of this embodiment, it is set so that the game is over when the liquid 62 overflows from the container 61.

[0076] The ratio of the puzzle elements PE to the puzzle area PA may be the ratio of the area of ​​the puzzle elements PE or the ratio of the volume of the puzzle elements PE. In addition, without being limited to these examples, it is also possible to end the game when the total number of puzzle elements PE in the container 61 exceeds a predetermined value. Furthermore, it is also possible to set a score for each type of puzzle element PE, and end the game when the total score of the puzzle elements PE in the container 61 exceeds a predetermined value.

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

[0078] Furthermore, the height of the liquid surface of the liquid 62 is also affected by the area and volume of the area where no puzzle elements PE exist (including the gaps between the puzzle elements PE). Conventionally, the criterion for ending the game was solely based on the height of the puzzle elements, so the game could end even if puzzle elements were piled up locally. In contrast, in the case of this embodiment, even if puzzle elements PE are piled up locally and part of them exceeds the liquid surface or the height of the wall of the container 61, the game will not end as long as the height of the liquid surface does not exceed a predetermined value. Therefore, the puzzle game of this embodiment makes it possible to construct strategies that are not available in conventional puzzle games, From this perspective, the game becomes more strategically interesting.

[0079] [Puzzle element configuration] FIG. 7 is a diagram for explaining puzzle elements PE used in a puzzle game according to a game program of an embodiment of the present disclosure. Seven puzzle elements PE are illustrated in FIG. 7. For ease of explanation, the seven puzzle elements PE are referred to as puzzle elements PE1 to PE7 in order to distinguish between the puzzle elements PE. Different attributes are set for the puzzle elements PE1 to PE7 in this embodiment. Here, "attributes" include, for example, size, shape, or type.

[0080] In the example shown in Fig. 7, the puzzle elements PE1 to PE6 are different in size. Specifically, the puzzle element PE1 has the smallest size, and the puzzle element PE2 has a size larger than the puzzle element PE1. As shown in Fig. 7, the puzzle elements PE1 to PE6 increase in size in order from the puzzle element PE1 to the puzzle element PE6, and the puzzle element PE6 has the largest size.

[0081] Moreover, the puzzle elements PE1 to PE6 are of different types. Here, "different types" means that the puzzle elements PE1 to PE6 have different appearances. For example, the puzzle elements PE1 to PE6 may have different colors, different shapes, or different designs (such as the design of the face of an assigned character) that appear on their surfaces. In the example shown in FIG. 7, for convenience of explanation, the different types of puzzle elements PE1 to PE6 are represented by changing the type of hatching.

[0082] Moreover, physical parameters are set for each of the puzzle elements PE1 to PE6. Specifically, the physical parameters are set for each of the puzzle elements PE1 to PE6 so that they can be elastically deformed like an elastic body (e.g., rubber). That is, each of the puzzle elements PE1 to PE6 behaves as if it were an elastic body in the puzzle area PA. Also, different densities (masses) are set for each of the puzzle elements PE1 to PE6 as the physical parameters. Specifically, under virtual gravity, the puzzle element PE1 has the smallest weight, and the puzzle element PE2 has a larger weight than the puzzle element PE1. The weights of the puzzle elements PE1 to PE6 increase in order from the puzzle element PE1 to the puzzle element PE6, and the puzzle element PE6 has the largest weight. However, this is not limited to this example, and the densities of the puzzle elements PE1 to PE6 may all be the same.

[0083] FIG. 8 is a diagram for explaining a puzzle element PE used in a puzzle game according to a game program of an embodiment of the present disclosure. As shown in FIG. 8, each puzzle element PE is set as an aggregate of a plurality of particles PT. Each particle PT is an object having a substantially circular shape, and the above-mentioned physical parameters are set for each of them. The behavior of each puzzle element PE can be controlled based on a physical calculation for the physical parameters of each particle PT. That is, by performing a physical calculation for the physical parameters of each particle PT constituting the puzzle element PE, the degree of elastic deformation, the degree of restoring force (resilience), the degree of elasticity, etc. of the puzzle element PE can be controlled, and the puzzle element PE can be made to behave like an actual elastic body. For example, when two puzzle elements PE collide with each other, a physical calculation is performed for the physical parameters of each particle PT constituting both of them, and the behavior of the two puzzle elements PE from colliding with each other and being crushed, to being repelled by the elastic force and moving away from each other can be expressed in accordance with an actual physical phenomenon.

[0084] By changing the settings of the above-mentioned physical parameters, various attributes can be given to the puzzle element PE. As shown in FIG. 7, the puzzle element PE of this embodiment includes a special puzzle element PE7 in addition to the puzzle elements PE1 to PE6. The puzzle element PE7 is different in type and shape from the puzzle elements PE1 to PE6. Specifically, the puzzle elements PE1 to PE6 have an approximately circular or approximately elliptical outer shape, whereas the puzzle element PE7 has a polygonal outer shape. Moreover, the physical parameters of the puzzle element PE7 are set so that the shape does not change. Other features of the puzzle element PE7 will be described later.

[0085] [Combining puzzle elements] In the present embodiment, when two puzzle elements PE1 to PE6 having the same attribute come into contact with each other or are close to each other, the two puzzle elements PE are combined with each other and change into a single puzzle element PE. For example, in the example shown in FIG. 7, when two puzzle elements PE1 come into contact with each other or are close to each other and are combined, they change into a single puzzle element PE2. Similarly, when two puzzle elements PE2 come into contact with each other or are close to each other and are combined, they change into a single puzzle element PE3. In general, when two puzzle elements PE(N) come into contact with each other or are close to each other and are combined, they change into a single puzzle element PE(N+1). In this way, a predetermined order is set for the attributes of the puzzle elements PE1 to PE6 in the present embodiment, and when two puzzle elements PE are combined to change into a new puzzle element, the attributes of the puzzle elements PE change according to a predetermined order.

[0086] In the above example, "closeness" means that the distance between the puzzle elements PE is within a predetermined distance. Whether the distance between the puzzle elements PE is within a predetermined distance can be determined, for example, by using the distance between the center points of the above-mentioned particles PT. Specifically, when the distance between the center point of the particle PT located on the outermost periphery of one puzzle element PE and the center point of the particle PT located on the outermost periphery of the other puzzle element PE falls within a predetermined distance (for example, 1 to 2 times the diameter of the particle PT), it can be determined that the two puzzle elements PE are close to each other. However, this is not limited to the example, and the degree to which the puzzle elements PE are close to each other to be considered to be close to each other (whether to execute the synthesis process) can be appropriately set.

[0087] According to the above conditions, when a puzzle element PE newly supplied to the puzzle area PA is dropped, if there is another puzzle element PE with the same attribute at the drop point, the puzzle elements PE are combined at the time of contact or proximity, and change into a puzzle element PE with a different attribute according to the above-mentioned predetermined order. Specifically, in the example shown in Figure 7, when puzzle elements PE with the same attribute are combined, they change into a puzzle element PE with a different type and weight and a larger size.

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

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

[0090] As shown in the upper diagram of Fig. 9, directly below the puzzle element PE3 that has dropped into the liquid 62 is a puzzle element PE3 with the same attribute that has already been supplied to the puzzle area PA. When the two puzzle elements PE3 come into contact with or are close to each other, the two puzzle elements PE3 are combined and change into one puzzle element PE4, as shown in the lower diagram of Fig. 9. At this time, both of the combined puzzle elements PE3 are erased. In the example shown in Fig. 9, the two erased puzzle elements PE3 are indicated by dotted lines.

[0091] In the example shown in FIG. 9, the puzzle element PE2 is located below the puzzle element PE4 generated by synthesis. In this case, since the puzzle elements PE2 and PE4 have different attributes, they will not be synthesized even if they are in contact with each other. In the state shown in the upper diagram of FIG. 9, the puzzle element PE3 is placed on the puzzle element PE2, but in the state shown in the lower diagram of FIG. 9, the puzzle element PE3 is changed into the puzzle element PE4 by synthesis, so that the load (weight) applied from above to the puzzle element PE2 increases due to the weight of the puzzle element PE4. In this case, the shape of the puzzle element PE2 may be changed so that the puzzle element PE2 is further crushed by the amount of the increased load, based on physical calculations for the physical property parameters of both the puzzle element PE2 and the puzzle element PE4.

[0092] In the example shown in FIG. 9, when the dropped puzzle element PE3 comes into contact with or comes close to the puzzle element PE3 located below, it is combined in such a manner that it is attracted to the puzzle element PE3 located below (in such a manner that it is fused). As a result, the dropped puzzle element PE3 is fused to the puzzle element PE3 located below. In other words, when the dropped puzzle element PE3 and the puzzle element PE3 located below are combined, the puzzle element PE4 after the combination is displayed based on the position of the puzzle element PE3 located below. In this way, the newly supplied puzzle element PE may be combined with an existing puzzle element PE (a puzzle element PE already supplied to the puzzle area PA) in such a manner that it is fused to the existing puzzle element PE. However, the manner of combining the puzzle element PE is not limited to this example, and the existing puzzle element PE may be combined with the newly supplied puzzle element PE in such a manner that it is fused to the existing puzzle element PE, or the newly supplied puzzle element PE and the existing puzzle element PE may be fused at a midpoint between them.

[0093] Incidentally, as shown in the upper diagram of Fig. 9, before the two puzzle elements PE3 are combined, the puzzle element PE3 (existing puzzle element PE3) located below the newly supplied puzzle element PE3 is in contact with the existing puzzle element PE4. Therefore, as shown in the lower diagram of Fig. 9, the puzzle element PE4 newly generated by combining the two puzzle elements PE3 comes in contact with the existing puzzle element PE4.

[0094] When a newly generated puzzle element PE4 and an existing puzzle element PE4 come into contact with or are close to each other, the two puzzle elements PE4 are spontaneously combined and change into a puzzle element PE5, as shown in the upper diagram of FIG. 10. In the example shown in the upper diagram of FIG. 10, the two erased puzzle elements PE4 are indicated by dotted lines. An event in which a single event (here, the combination of puzzle elements PE) occurs consecutively in this manner is generally called a "chain." A chain may also occur simultaneously in multiple places in the game image GI. In such a case, the number of occurrences in each chain, the points acquired, etc. may be managed using status data, etc.

[0095] In the example shown in the upper diagram of FIG. 10, the puzzle element PE2 is bounced toward the wall of the container 61 as two puzzle elements PE4 are changed into the puzzle element PE5. This is the result of the puzzle element PE5 appearing at the position where the puzzle element PE4 was, and the puzzle element PE2 (see the lower diagram of FIG. 9) that was on top of the puzzle element PE4 being pushed away. At this time, the manner in which the puzzle element PE2 is bounced is controlled based on a physical calculation of the physical parameters of both the puzzle element PE5 and the puzzle element PE2. Specifically, in the game image GI, the puzzle element PE2 is presented as if it has been bounced away by the elastic force of the puzzle element PE5. Furthermore, the puzzle element PE3 that was located at the lower right of the new puzzle element PE5 is deformed so as to be crushed by the puzzle element PE5. Such a deformation is also controlled based on a physical calculation of the physical parameters of the puzzle element PE3.

[0096] Also, as shown in the lower diagram of FIG. 9, before the two puzzle elements PE4 are combined, the puzzle element PE5 located below the existing puzzle element PE4 is in contact with the existing puzzle element PE4. Therefore, as shown in the upper diagram of FIG. 10, the puzzle element PE5 newly generated by combining the two puzzle elements PE4 is in contact with the existing puzzle element PE5 located below. As a result, as shown in the lower diagram of FIG. 10, the two puzzle elements PE5 are combined and newly changed into a puzzle element PE6. That is, a series of chains continues from the lower diagram of FIG. 9 to the lower diagram of FIG. 10. In the example shown in the lower diagram of FIG. 10, the two erased puzzle elements PE5 are indicated by dotted lines.

[0097] In the example shown in the lower diagram of FIG. 10, as two puzzle elements PE5 are changed to puzzle element PE6, the puzzle element PE2 arranged to the left of the puzzle element PE5 in the upper diagram of FIG. 10 is bounced toward the puzzle element PE1 arranged further to the left. In this case, the manner in which the puzzle element PE2 is bounced by the puzzle element PE6 is controlled based on physical calculations for the physical parameters of both the puzzle element PE6 and the puzzle element PE2. Note that the puzzle element PE2 that collides with the wall surface of the container 61 in the upper diagram of FIG. 10 bounces off the wall surface of the container 61 and is located near the liquid surface of the liquid 62 as shown in the lower diagram of FIG. 10. Such detailed effects can also be controlled based on physical calculations for the physical parameters of the puzzle element PE2.

[0098] As described above, the puzzle elements PE that are combined in the puzzle area PA are increased in size and changed into another puzzle element PE. At this time, if the proportion of the puzzle element PE that is increased in size in the puzzle area PA is greater than the proportion of the puzzle element PE before the combination in the puzzle area PA, the liquid level of the liquid 62 in the container 61 shown in FIG. 6 rises. In other words, in the puzzle area PA, as the combination of the puzzle elements PE is repeated, the liquid level of the liquid 62 rises, and the game approaches over. On the other hand, when the puzzle elements PE6 with the largest sizes come into contact with each other or are close to each other, they are eliminated without being combined. When the puzzle elements PE are eliminated, the proportion of the puzzle elements PE that occupy the puzzle area PA decreases, and the liquid level of the liquid 62 in the container 61 shown in FIG. 6 drops.

[0099] In the puzzle game of this embodiment, the size of each puzzle element PE existing in the puzzle area PA increases as the game progresses, forcing the user into a disadvantageous situation (a situation in which the degree of freedom for synthesizing puzzle elements PE is reduced). On the other hand, by synthesizing puzzle elements PE to the largest size, it is possible to erase two puzzle elements PE6 of the largest size at once, and a situation advantageous to the user (a situation in which the degree of freedom for synthesizing puzzle elements PE is improved) can be created. In addition, by setting the points that can be acquired when synthesizing puzzle elements PE high according to the size of the puzzle elements PE, it is possible to make it possible to create a situation even more advantageous to the user by synthesizing puzzle elements PE of increased size. It is desirable for the user to continue playing as long as possible in order to increase the score, and for this purpose, it is required to efficiently increase the size of the puzzle elements PE and erase them. However, increasing the size of the puzzle elements PE creates a situation disadvantageous to the user. In this way, the fun of the puzzle game of this embodiment lies in the fact that the user's play to achieve a high score creates a situation disadvantageous to the user.

[0100] As described above, the user does not directly specify the placement position of the puzzle element PE, but only specifies the initial position for supplying the puzzle element PE to the puzzle area PA, so that the behavior of the puzzle element PE after the movement starts is left to a virtual external force regardless of the user's intention. In addition, the puzzle elements PE1 to PE6 have an approximately circular or approximately elliptical outer shape, and the physical property parameters are set so that they behave as elastic bodies, so that their behavior after contact with each other is difficult to predict. That is, even if the user operates the piece transporter 23 (see FIG. 6) to drop the puzzle element PE aiming at a desired drop point, it is difficult to predict whether the dropped puzzle element PE will stay accurately at the desired position. Furthermore, even if puzzle elements PE of the same attribute are combined, it is difficult to predict how the surrounding puzzle elements PE will move due to the puzzle element PE that has been increased in size after the combination. In this way, according to this embodiment, a novel puzzle game in which the movement of the puzzle element PE is difficult to predict can be provided, and even users who are accustomed to the operation can continue playing the puzzle game without getting bored.

[0101] [Special puzzle element configuration] The puzzle element PE7 shown in FIG. 7 is a special puzzle element whose attributes and physical parameters are significantly different from those of the puzzle elements PE1 to PE6. Specifically, the puzzle element PE7 will not be combined with any of the other puzzle elements PE7 even if it comes into contact with or is in close proximity to them. Furthermore, the puzzle element PE7 cannot be combined with any of the puzzle elements PE1 to PE6. In other words, the puzzle element PE7 functions as an object that impedes efficient progress of the game, enhancing the strategic fun of the puzzle game. Furthermore, the physical parameters of the puzzle element PE7 are set so that it is heavier than the puzzle elements PE1 to PE6.

[0102] Fig. 11 is a diagram showing a puzzle area PA of a puzzle game according to a game program of an embodiment of the present disclosure. Specifically, Fig. 11 shows the state before and after collision between a puzzle element PE7 and a puzzle element PE3. The example shown in the upper diagram of Fig. 11 shows the state immediately after a puzzle element PE7, which has fallen from the piece transporter 23 (see Fig. 6) by a user operation, collides with a puzzle element PE3 that has already been supplied to the puzzle area PA.

[0103] Since the physical parameters of the puzzle element PE7 are set so that it is heavier than the puzzle elements PE1 to PE6, a large force is applied to the other puzzle elements PE when it comes into contact with them. Therefore, as shown in the upper diagram of FIG. 11, the puzzle element PE3 that collides with the puzzle element PE7 is significantly deformed. In the example shown in the upper diagram of FIG. 11, the puzzle elements PE2 and PE5 adjacent to the puzzle element PE3 are also deformed by indirectly receiving a force from the puzzle element PE3. All of these deformations can be controlled based on physical calculations for the physical parameters of the puzzle elements PE7, PE3, PE2, and PE5, respectively.

[0104] The lower diagram of FIG. 11 shows how the puzzle element PE3 and the puzzle element PE7 move away from each other due to elastic force after colliding with each other. As described above, the puzzle element PE3 is greatly deformed, and therefore its restoring force (recovery force) is also large. Therefore, the puzzle element PE7 is largely bounced off by the puzzle element PE3. In this way, when the puzzle element PE7 collides with another puzzle element PE, the puzzle element PE7 tends to move a large amount, so that the puzzle element PE7 may be placed in an unintended position. Furthermore, since the outer shape of the puzzle element PE3 is substantially circular or elliptical, and the puzzle element PE7 is polygonal, it is difficult to predict the direction in which the puzzle element PE7 moves. In this way, by introducing the puzzle element PE7 as an obstacle object, the strategic fun of the puzzle game can be further enhanced.

[0105] As described above, the puzzle element PE7 cannot be combined with other puzzle elements PE, so only the puzzle element PE7 that was provided to the puzzle area PA remains. Therefore, the puzzle game of this embodiment also has a function for erasing the puzzle element PE7. Specifically, the puzzle element PE7 can be erased from the puzzle area PA by using a predetermined item.

[0106] FIG. 12 is a diagram showing a puzzle area PA of a puzzle game according to a game program of an embodiment of the present disclosure. Specifically, FIG. 12 shows a state in which puzzle elements PE7 are erased from the puzzle area PA. The conditions for using the erasing item 41 can be set arbitrarily. For example, when the above-mentioned chain occurs, a meter or the like may be displayed in which the gauge amount increases according to the number of chains, and when the meter is filled, the erasing item 41 may be made available. In addition, a predetermined erasing item 41 may be made available by a user operating the operation switch 32 or the operation switch 33 shown in FIG. 6.

[0107] When the use of the item 41 to be erased is instructed, the item 41 to be erased appears in the game image GI. In the example shown in FIG. 12, when the item 41 to be erased is superimposed on the puzzle element PE7 to be erased, a plurality of puzzle elements PE7 adjacent to the puzzle element PE7 on which the item 41 to be erased is superimposed are selected. Specifically, the puzzle element PE7 overlapping the item 41 to be erased is used as a reference, and the plurality of adjacent puzzle elements PE7 are highlighted (outlined with a double line) so that the plurality of puzzle elements PE7 in the selected state can be recognized. Here, "adjacent" means that they are in a direct contact state or in an indirect contact state. However, the plurality of puzzle elements PE7 can be selected together according to a predetermined rule, and is not limited to the above example. In this embodiment, a group of puzzle elements PE7 grouped according to a predetermined rule can be selected as the puzzle elements to be erased.

[0108] After selecting the puzzle element PE7 to be erased, the user can use the erase item 41 by operating the operation switch 32 or the operation switch 33. When the erase item 41 is used, the multiple puzzle elements PE7 that were selected are erased, as shown in the lower diagram of FIG. 12. In this case, since multiple puzzle elements PE7 are erased at once, it is possible to restore a large space in the puzzle area PA. In the example shown in FIG. 12, an example of erasing multiple puzzle elements PE7 is shown, but there is no limit to the number that can be erased. The erase item 41 can also be used to erase a single puzzle element PE7.

[0109] Furthermore, the elimination item 41 can also eliminate the puzzle elements PE1 to PE6. However, when the puzzle elements PE1 to PE6 are eliminated using the elimination item 41, it is preferable to impose a restriction that only one puzzle element PE can be eliminated at a time. Even if such a restriction is imposed, for example, the puzzle element PE6 shown in FIG. 12 can be eliminated alone by using the elimination item 41, which can improve the strategic interest of the puzzle game.

[0110] (Variation 1) In this embodiment, an example in which virtual gravity acts as a virtual external force has been shown, but the present invention is not limited to this example. In other words, the virtual external force for supplying the puzzle elements PE to the puzzle area PA may be a force other than virtual gravity. For example, the virtual external force may be any force that exerts a propulsive force on the puzzle elements PE by some means, such as throwing or firing from a launch pad. In addition, when the puzzle elements PE move, they may move in any manner, such as accelerated motion, uniform motion, or uniform acceleration motion.

[0111] (Variation 2) In this embodiment, an example has been shown in which the proportion of the puzzle area PA occupied by another puzzle element PE after being enlarged is greater than the proportion of the puzzle area PA occupied by the two puzzle elements PE before being combined, but this is not limited to this example. For example, the proportion of the puzzle area PA occupied by the two puzzle elements PE before being combined may be approximately the same as the proportion of the puzzle area PA occupied by the other puzzle element PE after being enlarged. In this case, the height of the liquid surface of the liquid 62 does not change in principle even when the puzzle elements PE are combined, and the height of the liquid surface rises simply when a new puzzle element PE is supplied from the piece transporter 23.

[0112] In the case of this modified example, the height of the liquid surface of the liquid 62 may not be changed according to the proportion of the puzzle elements PE in the puzzle area PA, but the game may be over when the total number of puzzle elements PE in the container 61 exceeds a predetermined value. When two puzzle elements PE are combined, the total number of puzzle elements PE in the container 61 decreases by one, so combining puzzle elements PE itself works to the user's advantage. However, the larger the puzzle element PE is, the more difficult it is to combine it with other puzzle elements, so that as the size of each puzzle element PE increases, the total number of puzzle elements PE in the container 61 tends to increase. The puzzle game of this modified example also has a strategic interest that is different from conventional puzzle games.

[0113] <Second embodiment> In the first embodiment, an example has been described in which the control unit 101 of the communication device 100 executes the game progression processing when progressing through a puzzle game. However, this is not limiting, and the game progression processing may be executed by the control unit 501 of the server 500. In this case, the control unit 101 of the communication device 100 may be responsible for acquiring game operations by the user and for executing display control of game images GI, and the control unit 501 of the server 500 may be responsible for other game progression processing. As another example, the game progression processing may be executed as distributed processing between the communication device 100 and the server 500.

[0114] The present disclosure has been described above with reference to the drawings, but each of the above-mentioned embodiments can be modified as appropriate without departing from the spirit of the present disclosure. For example, a person skilled in the art can add, delete, or modify components as appropriate based on each of the embodiments, and the modifications are included in the scope of the present disclosure as long as they include the gist of the present disclosure. Furthermore, each of the above-mentioned embodiments can be combined as appropriate as long as there is no mutual contradiction, and technical matters common to each of the embodiments are included in each of the embodiments even if not explicitly stated.

[0115] Even if there are other effects and advantages different from those brought about by the aspects of each of the above-mentioned embodiments, those that are clear from the description in this specification or that can be easily predicted by a person skilled in the art are naturally understood to be brought about by the present disclosure. [Explanation of symbols]

[0116] 10...game processing function, 11...game operation acquisition unit, 12...setting data receiving unit, 13...game data storage unit, 14...game processing execution unit, 15...status data transmission unit, 16...display data generation unit, 17...display data output unit, 21...conveyor, 22...hold stage, 23...piece transporter, 24...score display, 31...operation lever, 32, 33...operation switch, 41...erasing item, 50...game processing function, 51...status data data receiving unit, 52...game data storage unit, 53...game processing execution unit, 54...setting data transmission unit, 61...container, 62...liquid, 100...communication device, 101...control unit, 102...storage unit, 103...display unit, 104...operation unit, 105...sensor unit, 106...imaging unit, 107...position detection unit, 108...communication unit, 109...sound input / output unit, 110...alarm unit, 500...server, 501...control unit, 502...storage unit, 503...communication unit, 1000...communication system

Claims

1. A game program for causing a computer to execute a puzzle game that progresses by a user operating a plurality of puzzle elements, Specifying an initial position of the first puzzle element to be operated in response to a user operation; moving the first puzzle element from the specified initial position by exerting a virtual external force on the first puzzle element; When the first puzzle element and a second puzzle element different from the first puzzle element come into contact with or are close to each other, if the attributes of the first puzzle element and the second puzzle element are the same, the first puzzle element and the second puzzle element are combined to change them into a third puzzle element having an attribute different from the attribute of the first puzzle element, and if the attributes of the first puzzle element and the second puzzle element are different from each other, the shapes of the first puzzle element and the second puzzle element are changed without combining the first puzzle element and the second puzzle element. on the computer, A game program, wherein the plurality of puzzle elements include a fourth puzzle element that is not combined with either the first puzzle element or the second puzzle element, does not change shape, and has physical parameters set so that it is heavier than either the first puzzle element or the second puzzle element.

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

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

4. The game program of claim 3, further comprising: a program for causing the computer to erase the first puzzle element and the second puzzle element without combining them when the first puzzle element having the last attribute in the predetermined order comes into contact with or is in close proximity to a second puzzle element having the same attribute.

5. The physical property parameters are set for each of the plurality of puzzle elements, The game program according to claim 1 , further comprising: a step of elastically changing the shape of the puzzle elements based on a physical calculation for the physical property parameters.

6. The game program described in claim 5, wherein when the size of the third puzzle element is larger than the size of the first puzzle element and the second puzzle element before synthesis, the computer is caused to move or change the shape of other puzzle elements in contact with the third puzzle element based on physical calculations for at least the physical property parameters of the third puzzle element.

7. The game program according to claim 1 , further comprising: a program for causing the computer to combine the first puzzle element and the second puzzle element in such a manner that the first puzzle element is integrated with the second puzzle element as a reference.

8. The game program according to claim 1 , wherein the fourth puzzle element can be eliminated by using a predetermined item.

9. The game program according to claim 1 , further comprising: displaying, in a row and at least one of the first puzzle element to be operated and a plurality of puzzle elements to be operated from the next time onwards, together with the first puzzle element to be operated.

10. The game program according to claim 9, further comprising: temporarily withholding the supply of the first puzzle element to be operated to the puzzle area, and changing the puzzle element to be operated to another puzzle element that is the next puzzle element to be operated.

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

Citation Information

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