PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD

The game system enhances player engagement by enabling stage-changing objects, strategic enemy parameter adjustments, and special inputs, creating a dynamic and enjoyable gameplay experience.

JP7755705B1Active Publication Date: 2025-10-16CYGAMES INC
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Patent Information

Application Number
JP2024170788
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-09-30
Publication Date
2025-10-16
Estimated Expiration
2044-09-30

AI Technical Summary

Technical Problem

Existing puzzle games lack elements that enhance player engagement and enjoyment.

Method used

A game system that allows specific objects to change stages based on player input, adjusts enemy parameters, and incorporates strategic enemy attacks, along with special objects and game effects, to create a dynamic gameplay experience.

Benefits of technology

Enhances player motivation and enjoyment by allowing strategic object changes and generating game effects based on player input and enemy actions, increasing the game's complexity and engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program that can improve the interest of a game. [Solution] Rather than simply changing specific tile objects into specific tile objects corresponding to larger values, specific tile objects or special tile objects can be strategically eliminated or skill effects can be generated at appropriate times depending on the enemy character's hit points, attack power, number of turns, and the player's life and skill points, thereby realizing a game in which the aim is to eliminate as many tile objects and defeat as many enemy characters as possible before the game ends.
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Description

[Technical Field]

[0001] The present invention relates to a program, an information processing device, an information processing system, and an information processing method. [Background technology]

[0002] BACKGROUND ART Conventionally, there has been known a puzzle game program in which an object placed in a placement area is moved based on a player's input (see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6908637 Summary of the Invention [Problem to be solved by the invention]

[0004] In such a program, it is expected that the interest of the game will be increased by appropriately combining other game elements with the puzzle game.

[0005] The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a program, an information processing device, and an information processing method that can increase the enjoyment of a game. [Means for solving the problem]

[0006] (1) One aspect of the present invention relates to a program for a game that causes a computer to execute the steps of placing a specific object, each of which has one of a plurality of stages set thereto, in a placement area; determining a movement direction of the multiple specific objects placed in the placement area based on a specific input; determining the position of each specific object so that there is no empty area in the determined movement direction where no specific object is placed; if multiple specific objects of the same stage are adjacent to each other in the determined movement direction, changing the multiple specific objects of the same stage into one specific object of the next stage; adding a specific object to the empty area; changing a first parameter set for an enemy based on the change in the specific object; changing a second parameter under predetermined conditions; and executing an enemy attack based on the second parameter and changing a third parameter based on the enemy attack.

[0007] In the present invention, when multiple specific objects of the same stage are adjacent to each other in the direction of movement determined based on a specific input, the multiple specific objects of the same stage are changed into one specific object of the next stage, and based on the change in the specific object, a first parameter set for the enemy is changed, while an enemy attack is executed based on a second parameter that changes based on the specific input, and a third parameter is changed based on the enemy attack.This makes it possible to realize a game that not only changes specific objects, but also strategically changes specific objects according to the first parameter set for the enemy, the second parameter that changes under predetermined conditions when a specific input is made, and the third parameter that changes based on the enemy's attack.

[0008] (2) In one aspect of the present invention, the amount of change in the first parameter may be different depending on the stage set for the changed specific object.

[0009] In this way, it is possible to effectively increase the player's motivation to change the specific object into a specific object of the next stage.

[0010] (3) In another aspect of the present invention, a special object may be added to the empty area, and if multiple special objects are adjacent to the determined direction of movement, the following steps may be further executed: changing the multiple special objects; changing a fourth parameter based on the change in the special objects; and generating a game effect corresponding to the special input based on the fourth parameter and the special input.

[0011] In this way, a game can be realized in which specific objects are strategically changed according to a first parameter set for the enemy, a second parameter that changes based on specific input, a third parameter that changes based on the enemy's attack, and a fourth parameter that changes based on a change in the special object, and in which game effects are strategically generated according to the special input.

[0012] (4) Another aspect of the present invention relates to an information processing device that places a specific object set to one of a plurality of stages in a placement area, determines the movement direction of the multiple specific objects placed in the placement area based on a specific input, determines the position of each specific object so that there is no empty area in the determined movement direction in which a specific object is not placed, and when multiple specific objects of the same stage are adjacent to each other in the determined movement direction, changes the multiple specific objects of the same stage to one specific object of the next stage, adds a specific object to the empty area, changes a first parameter set for an enemy based on the change in the specific object, changes a second parameter under predetermined conditions, executes an enemy attack based on the second parameter, and changes a third parameter based on the enemy attack.

[0013] (5) Another aspect of the present invention relates to an information processing system that places a specific object set to one of a plurality of stages in a placement area, determines the movement direction of the multiple specific objects placed in the placement area based on a specific input, determines the position of each specific object so that there is no empty area in the determined movement direction in which a specific object is not placed, and when multiple specific objects of the same stage are adjacent to each other in the determined movement direction, changes the multiple specific objects of the same stage to one specific object of the next stage, adds the specific object to the empty area, changes a first parameter set for an enemy based on the change in the specific object, changes a second parameter under predetermined conditions, executes an enemy attack based on the second parameter, and changes a third parameter based on the enemy attack.

[0014] (6) Another aspect of the present invention relates to an information processing method executed by one or more computers, which includes placing a specific object having one of a plurality of stages set in a placement area, determining a movement direction of the multiple specific objects placed in the placement area based on a specific input, determining the position of each specific object so that there is no empty area in the determined movement direction in which a specific object is not placed, changing the multiple specific objects of the same stage into one specific object of the next stage when multiple specific objects of the same stage are adjacent in the determined movement direction, adding the specific object to the empty area, changing a first parameter set for an enemy based on the change in the specific object, changing a second parameter under predetermined conditions, executing an enemy attack based on the second parameter, and changing a third parameter based on the enemy attack.

[0015] (7) Another aspect of the present invention relates to a non-transitory computer-readable information storage medium that stores a program for a game that causes a computer to execute the steps of: placing a specific object, each of which has one of a plurality of stages set, in a placement area; determining a movement direction of the multiple specific objects placed in the placement area based on a specific input; determining the position of each specific object so that there is no empty area in the determined movement direction where no specific object is placed; if multiple specific objects of the same stage are adjacent to each other in the determined movement direction, changing the multiple specific objects of the same stage into one specific object of the next stage; adding a specific object to the empty area; changing a first parameter set for an enemy based on the change in the specific object; changing a second parameter under predetermined conditions; and executing an enemy attack based on the second parameter and changing a third parameter based on the enemy attack. [Brief explanation of the drawings]

[0016] [Figure 1] 1 is a schematic block diagram illustrating a configuration of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a functional block diagram illustrating functions of a server device according to an embodiment of the present invention. [Figure 3] FIG. 2 is a functional block diagram illustrating functions of a terminal device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 5] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 6] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 7] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing an image displayed on a terminal device according to an embodiment of the present invention. [Figure 10] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 11] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 12] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 13] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 14] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 15] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 16] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. [Figure 17] 1 is a flowchart showing a processing flow according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0017] The following describes an embodiment of the present invention. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the embodiment are necessarily essential components of the present invention.

[0018] 1. Information processing system configuration Fig. 1 is a schematic block diagram showing the configuration of an information processing system 10 according to this embodiment. As shown in Fig. 1, in the information processing system 10, a server device 12 and multiple terminal devices 14 are connected via a network 16 such as the Internet, a mobile phone network, a LAN, or a WAN, forming a so-called client-server communication system. Each of the multiple terminal devices 14 communicates with the server device 12 via the network 16 to send and receive various information, and communicates with the other terminal devices 14 via the network 16 and the server device 12 to send and receive various information.

[0019] The server device 12 includes a processor such as a CPU, a main memory such as a ROM or RAM, an external memory such as a hard disk, an input device such as a keyboard, a display device such as an LCD display, a communication device, etc. In the server device 12, the CPU executes various processes according to programs stored in the main memory or programs loaded into the main memory from the external memory, and receives information from the terminal device 14 and transmits information to the terminal device 14 via the communication device.

[0020] The terminal device 14 can be an information processing device of various forms, such as a smartphone, tablet, personal computer, portable game console, or stationary game console, and each of these devices also includes a processor such as a CPU, a main memory such as ROM or RAM, an external memory such as flash memory or a hard disk, an input device such as a touch panel, a mouse, a keyboard, a controller, various sensors, or a microphone, a display device such as an LCD display or an OLED display, a sound output device such as a speaker, a communication device, etc. In the terminal device 14, the CPU also executes various processes according to programs stored in the main memory or programs loaded from an external memory device to the main memory, and receives information from the server device 12 and transmits information to the server device 12 or other terminal devices 14 via the communication device.

[0021] Fig. 2 is a functional block diagram showing the functions of the server device 12 of this embodiment. As shown in Fig. 2, the server device 12 of this embodiment includes a server information storage medium 20, a server storage unit 30, a server communication unit 36, and a server information processing unit 40. Note that some of the components (units) of Fig. 2 may be omitted.

[0022] The server information storage medium 20 stores programs and data for the server information processing unit 40 and the server communication unit 36 ​​to perform various processes, and its functions can be realized by a flash memory, a hard disk, an optical disc (DVD, BD), etc. In other words, the server information storage medium 20 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0023] The server storage unit 30 serves as a work area for the server information processing unit 40 and the server communication unit 36, and its functions can be realized by RAM (main memory), VRAM (video memory), etc. In detail, the server storage unit 30 includes a main memory unit 32 into which programs and data are read from the server information storage medium 20.

[0024] The server communication unit 36 ​​performs various controls for communication with an external network (e.g., other server devices 12 or terminal devices 14), and its functions can be realized by various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), or hardware such as a communication ASIC, or programs.

[0025] The server information processing unit 40 performs various processes such as game processing based on the received data received by the server communication unit 36 ​​and various programs and data in the server memory unit 30, using the main memory unit 32 as a work area, and its functions can be realized by hardware such as various processors and ASICs, or programs.

[0026] The server information processing unit 40 includes a server game processing unit 42 and a server communication control unit 48. Note that some of these components may be omitted.

[0027] Based on the received data received by the server communication unit 36, the results of various processes performed by the server information processing unit 40, and the programs and data loaded into the main memory unit 32, the server game processing unit 42 performs processes such as starting a game when a game start condition is met, executing a game function selected from multiple types of game functions, matching multiple players (player identification information, player IDs) to form a single group, allowing multiple players forming a single group to participate in a multiplayer game, controlling a competitive game, progressing the game, determining by lottery from multiple game media game media such as characters and items to be given to players, generating an event when an event occurrence condition is met, calculating the game result, or ending the game when a game end condition is met.

[0028] The server communication control unit 48 causes the server communication unit 36 ​​to communicate with other server devices 12 or terminal devices 14, and performs processing for transmitting and receiving various information. For example, the server communication control unit 48 causes the server communication unit 36 ​​to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to run a multiplayer game. The server communication control unit 48 also causes the server communication unit 36 ​​to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.

[0029] Fig. 3 is a functional block diagram showing the functions of the terminal device 14 of this embodiment. As shown in Fig. 3, the terminal device 14 of this embodiment includes a player input detection unit 50, a display unit 52, a sound output unit 54, a terminal information storage medium 56, a terminal storage unit 60, a terminal communication unit 66, and a terminal information processing unit 100. Note that some of the components (units) of Fig. 3 may be omitted.

[0030] The player input detection unit 50 is for detecting inputs made by the player to the terminal device 14 as player input, and its function can be realized by a touch sensor, a switch, a variable resistance sensor (potentiometer), an optical sensor, an acceleration sensor, a pressure sensor, an air pressure sensor, a microphone, etc.

[0031] The display unit 52 displays images on a display screen, and its function can be realized by a liquid crystal display, an organic EL display, or the like.

[0032] The sound output unit 54 outputs sound, and its function can be realized by a speaker, headphones, or the like.

[0033] The terminal information storage medium 56 stores programs and data for the terminal information processing unit 100 and the terminal communication unit 66 to perform various processes, and the functions thereof can be realized by a flash memory (SSD), a hard disk (HDD), an optical disc (DVD, BD), etc. That is, the terminal information storage medium 56 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).

[0034] The terminal storage unit 60 serves as a work area for the terminal information processing unit 100 and the terminal communication unit 66, and its functions can be realized by main memory such as SRAM or DRAM, or VRAM (video memory), etc. In detail, the terminal storage unit 60 includes a main memory unit 62 into which programs and data are read from the terminal information storage medium 56, and a drawing buffer 64 into which images to be displayed on the display unit 52 are drawn.

[0035] The terminal communication unit 66 performs various controls for communication with an external network (e.g., a server device 12 or another terminal device 14), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.

[0036] In addition, the programs (data) for causing the computer to function as each part of this embodiment may be downloaded from the server device 12 to the terminal information storage medium 56 (or main memory unit 62) of the terminal device 14 via the network 16 and the terminal communication unit 66, and such use of the server device 12 may also be included within the scope of the present invention.

[0037] The terminal information processing unit 100 performs various processes such as game processing, image generation processing, and sound generation processing based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, and the various programs and data in the terminal storage unit 60, using the main storage unit 62 as a work area, and its functions can be realized by hardware such as various processors (CPU (main processor), GPU (graphics processor), DSP, etc.), ASIC, FPGA, etc., and by programs.

[0038] The terminal information processing unit 100 includes an input receiving unit 102, a terminal game processing unit 110, a display control unit 130, a parameter update unit 144, an image generation unit 140, a sound control unit 150, and a terminal communication control unit 160. Note that some of these units may be omitted.

[0039] The input acceptance unit 102 accepts the player input as a valid input according to the situation, or does not accept it as an invalid input, based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.

[0040] The terminal game processing unit 110 (game processing unit) performs the following processes based on the player input detected by the player input detection unit 50, the received data received by the terminal communication unit 66, the results of various processes performed by the terminal information processing unit 100, and the programs and data loaded into the main memory unit 62: starting a game when a game start condition is met; executing a game function selected from multiple types of game functions; matching a player (player, player ID) of the terminal device 14 with a player (other player, other player ID) of another terminal device 14 to participate in a multiplayer game; controlling a competitive game; progressing the game; generating an event when an event generation condition is met; calculating the game result; updating various parameters corresponding to players and characters when update conditions corresponding to the parameters are met; or ending the game when a game end condition is met.

[0041] The display control unit 130 controls the display of images displayed on the display unit 52. Specifically, the display control unit 130 controls the display content, display mode, display timing, etc. of various objects and pre-rendered images (movie images) based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, the programs and data loaded into the main memory unit 62, etc.

[0042] For example, object data of various objects such as background objects for displaying backgrounds, effect objects for displaying effects, GUI objects for displaying GUIs (Graphic User Interfaces) such as buttons, character objects for displaying characters, non-character objects for displaying things other than characters such as buildings, tools, vehicles, and terrain, and image data of various pre-rendered images are stored in the terminal information storage medium 56.

[0043] The display control unit 130 controls the display of objects and pre-rendered images based on the object data and image data of pre-rendered images loaded into the main memory unit 62, depending on the type of game function being executed, the progress of the game, etc.

[0044] The image generation unit 140 performs processing to draw a game image in the drawing buffer 64 for each frame based on the player input detected by the player input detection unit 50, the received data received by the device communication unit 66, the results of various processes performed by the device information processing unit 100, in particular the results of various processes performed by the display control unit 130, and the programs and data loaded into the main memory unit 62, thereby generating a game image in which various objects and various pre-rendered images are displayed, and outputs the generated game image to the display unit 52 to display the game image.

[0045] The sound control unit 150 performs sound processing based on the results of various processes performed in the terminal information processing unit 100, generates game sounds such as music, background music, sound effects, or voice, and outputs the generated game sounds from the sound output unit 54.

[0046] The terminal communication control unit 160 performs processing to cause the terminal communication unit 66 to communicate with the server device 12 or other terminal devices 14 and to transmit and receive various information. For example, the terminal communication control unit 160 causes the terminal communication unit 66 to transmit and receive information necessary for the process of newly registering a player in the information processing system 10, information necessary for the process of logging a player into the information processing system 10, information necessary for the process of setting an opponent player who will cooperate or compete with the logged-in player, and information necessary for the process of synchronizing multiple terminal devices 14 to play a multiplayer game. The terminal communication control unit 160 also causes the terminal communication unit 66 to transmit and receive destination information indicating the destination of the information, source information indicating the source of the information, identification information identifying the information processing system 10 that generated the information, and the like.

[0047] In addition, the server device 12 may be provided with all or part of the functions of the terminal information storage medium 56 of the terminal device 14, all or part of the functions of the terminal memory unit 60, all or part of the functions of the terminal communication unit 66, and all or part of the functions of the terminal information processing unit 100, or the terminal device 14 may be provided with all or part of the functions of the server information storage medium 20 of the server device 12, all or part of the functions of the server memory unit 30, all or part of the functions of the server communication unit 36, and all or part of the functions of the server information processing unit 40.

[0048] 2. Control method of this embodiment The control method of this embodiment will be described in detail below, taking as an example a case where the game program of this embodiment is applied as a game application for a smartphone (terminal device 14).

[0049] 4 is a diagram showing an example of a game image displayed in the display area 200 of a touch panel display of a smartphone by the game program of this embodiment. The game program of this embodiment is capable of running a puzzle game, and as shown in FIG. 4, a placement area 202 divided into 16 areas of 4 rows and 4 columns is displayed in the display area 200. When the puzzle game starts, two tile objects are randomly placed in any two of the areas. In the example of FIG. 4, a first specific tile object displaying "12" is placed in the area of ​​the second row and the first column and the area of ​​the third row and the second column of the placement area 202.

[0050] When a player makes a directional input (specific input) by swiping up, down, left, or right in the placement area 202, the movement direction of all tile objects placed in the placement area 202 is determined based on the directional input, and the destination position of each tile object is determined so that there is no empty area where a tile object is not placed in the movement direction of each tile object.

[0051] In detail, for each of the 16 areas of the placement area 202, a determination is made as to whether or not a tile object exists, and if a tile object exists, a position determination process is performed in which the furthest empty area existing in the direction of movement of the tile object is determined as the destination position of the tile object.

[0052] For example, if a downward directional input is performed in the state shown in Fig. 4, the movement direction of each tile object is determined to be downward. Then, for the fourth row, which is the bottommost row of placement area 202, positioning processing is not performed because tile objects cannot be moved downward even if they exist. First, for the third row, which is the second row from the bottom of placement area 202, positioning processing is performed on each area from the third row, first column to the third row, fourth column, in order, followed by positioning processing on each area from the second row, first column to the second row, fourth column, in order, followed by positioning processing on each area from the first row, first column to the first row, fourth column, in order,

[0053] Therefore, when a downward directional input is made in the state shown in Figure 4, the destination position of the first specific tile object placed in the area of ​​the third row and second column is determined to be the area of ​​the fourth row and second column, and the destination position of the first specific tile object placed in the area of ​​the second row and first column is determined to be the area of ​​the fourth row and first column.

[0054] As a result, as shown in Figure 5, the first specific tile object placed in the area of ​​the third row and second column is displayed as moving to the area of ​​the fourth row and second column, and the first specific tile object placed in the area of ​​the second row and first column is displayed as moving to the area of ​​the fourth row and first column.

[0055] Note that when an upward directional input is performed, no position determination process is performed on the first row, which is the topmost row of the placement area 202, because it cannot be moved upward even if a tile object is present. First, position determination process is performed on the second row, which is the second row from the top of the placement area 202, starting from the area in the second row, first column to the area in the second row, fourth column, in order. Next, position determination process is performed on the areas in the third row, first column to the area in the third row, fourth column, in order. Next, position determination process is performed on the areas in the fourth row, first column to the area in the fourth row, fourth column, in order.

[0056] Furthermore, when a directional input to the left is performed, the first column, which is the leftmost column in the placement area 202, is not subjected to position determination processing because it cannot be moved to the left even if a tile object is present. Instead, the second column from the left in the placement area 202 is subjected to position determination processing, starting from the area in the first row and second column to the area in the fourth row and second column, in order. Next, the first row and third column are subjected to position determination processing, starting from the area in the first row and fourth column to the area in the fourth row and fourth column, in order. Next, the first row and fourth column are subjected to position determination processing, starting from the area in the first row and fourth column to the area in the fourth row and fourth column, in order.

[0057] Furthermore, when a direction input is made to the right, the fourth column, which is the rightmost column of the placement area 202, is not subjected to position determination processing because it cannot be moved to the right even if a tile object is present. Instead, the position determination processing is first performed for the third column, which is the second column from the right of the placement area 202, with each area starting from the area in the first row, third column to the area in the fourth row, third column in order, followed by the position determination processing for each area starting from the area in the first row, second column to the area in the fourth row, second column in order, followed by the position determination processing for each area starting from the area in the first row, first column to the area in the fourth row, first column in order.

[0058] When any tile object is moved by the position determination process, one of the first specific tile object, the second specific tile object displaying "24," and the special tile object is randomly added to one of the areas. In the example of Figure 5, the second specific tile object is added to the area of ​​the second row and third column.

[0059] 5, for example, if a directional input to the left is performed, the movement direction of each tile object is determined to be leftward. In this case, the position determination process is not performed for the first specific tile object arranged in the area of ​​row 4, column 1, and the position is maintained as is, and the position of the first specific tile object arranged in the area of ​​row 4, column 2 is maintained as is because there is no empty space in the movement direction, but because there is another first specific tile object of the same type adjacent in the movement direction, the first specific tile object arranged in the area of ​​row 4, column 2, which is the processing target, is erased, and the first specific tile object arranged in the area of ​​row 4, column 1 is changed to the second specific tile object, which is the specific tile object of the next stage.

[0060] In other words, if a specific tile object of the same stage is adjacent to the specific tile object being processed in the direction of movement, the specific tile object being processed is erased, and the specific tile object of the same stage adjacent to the specific tile object being processed in the direction of movement is changed to a specific tile object of the next stage.

[0061] Then, as shown in Figure 6, the first specific tile object placed in the area of ​​row 4, column 2 and the first specific tile object placed in the area of ​​row 4, column 1 are erased, and a second specific tile object is placed in the area of ​​row 4, column 1, and the second specific tile object placed in the area of ​​row 2, column 3 is displayed as if it had moved to the area of ​​row 2, column 1. Also, in the example of Figure 6, a special tile object is added to the area of ​​row 1, column 2 based on the tile objects being moved or erased by the position determination process.

[0062] 6, for example, when a downward directional input is performed, the movement direction of each tile object is determined to be downward. In this case, the second special tile object located in the area of ​​row 4, column 1 is not subjected to position determination processing and remains in its current position, and the second special tile object located in the area of ​​row 2, column 1 is moved to the area of ​​row 3, column 1. However, since a second special tile object of the same type is adjacent in the movement direction, the second special tile object moved to the area of ​​row 3, column 1, which is the target of processing, is erased, and the second special tile object located in the area of ​​row 4, column 1 is changed to a third special tile object displaying "48," which is the next-level special tile object, and the special tile object located in the area of ​​row 1, column 2 is moved to the area of ​​row 4, column 2.

[0063] 7, the second specific tile object placed in the area of ​​row 2, column 1 is displayed as if it has moved to the area of ​​row 3, column 1, and then the second specific tile object moved to the area of ​​row 3, column 1 and the second specific tile object placed in the area of ​​row 4, column 1 are erased, and a third specific tile object is placed in the area of ​​row 4, column 1, and the special tile object placed in the area of ​​row 1, column 2 is displayed as if it has moved to the area of ​​row 4, column 2. Also, in the example of FIG. 7, a first specific tile object is added to the area of ​​row 2, column 1 based on the tile objects being moved or erased by the position determination process.

[0064] 7, for example, when an upward directional input is performed, the movement direction of each tile object is determined to be upward. In this case, the destination position of the first specific tile object placed in the area of ​​the second row and first column is determined to be the area of ​​the first row and first column, the destination position of the third specific tile object placed in the area of ​​the fourth row and first column is determined to be the area of ​​the first row and second column, and the destination position of the special tile object placed in the area of ​​the fourth row and second column is determined to be the area of ​​the first row and second column.

[0065] Then, as shown in Figure 8, the first specific tile object placed in the area of ​​row 2, column 1 is displayed as if it has moved to the area of ​​row 1, column 1, the third specific tile object placed in the area of ​​row 4, column 1 is displayed as if it has moved to the area of ​​row 1, column 2, and the special tile object placed in the area of ​​row 4, column 2 is displayed as if it has moved to the area of ​​row 1, column 2. Also, in the example of Figure 8, a special tile object is added to the area of ​​row 1, column 3 based on the tile objects being moved or deleted by the position determination process.

[0066] 8, for example, when a directional input to the right is performed, the movement direction of each tile object is determined to be right. In this case, the destination position of the special tile object located in the area of ​​row 1, column 3 is determined to be the area of ​​row 1, column 4, and the destination position of the special tile object located in the area of ​​row 1, column 2 is determined to be the area of ​​row 1, column 3. However, because there are adjacent special tile objects of the same type in the movement direction, the special tile object moved to the area of ​​row 1, column 3, which is the processing target, is erased, and the special tile object moved to the area of ​​row 1, column 4 is also erased. The destination position of the first specific tile object located in the area of ​​row 1, column 1 is determined to be the area of ​​row 1, column 4, and the destination position of the third specific tile object located in the area of ​​row 2, column 1 is determined to be the area of ​​row 2, column 4.

[0067] That is, if a special tile object is adjacent to the special tile object being processed in the direction of movement, the special tile object being processed and the special tile object adjacent to the special tile object being processed in the direction of movement are erased.

[0068] 9, the special tile object positioned in the area of ​​row 1, column 3 moves to the area of ​​row 1, column 4, the special tile object positioned in the area of ​​row 1, column 2 appears to move to the area of ​​row 1, column 3, then the two special tile objects are erased from the areas of row 1, column 4 and row 1, column 3, the first specific tile object positioned in the area of ​​row 1, column 1 appears to move to the area of ​​row 1, column 4, and the third specific tile object positioned in the area of ​​row 2, column 1 appears to move to the area of ​​row 2, column 4. Also, in the example of FIG. 9, a second specific tile object is added to the area of ​​row 3, column 2 based on the movement or erasure of the tile objects by the position determination process.

[0069] In this embodiment, the player inputs any of the up, down, left, and right directions to move all tile objects placed in the placement area 202 in the same direction, while ensuring that tile objects of the same type are present in the direction of movement, and a puzzle game is executed in which the tile objects are changed to specific tile objects of the next stage or deleted. When a tile object is moved or deleted, a new tile object is added, but the puzzle game ends when tile objects have been placed in all areas of the placement area 202 and no tile objects can be moved or deleted.

[0070] In addition, if a third specific tile object is adjacent to the third specific tile object being processed in the direction of movement, the third specific tile object being processed is erased, and the third specific tile object adjacent to the direction of movement is changed to a fourth specific tile object displaying "96", which is the next level specific tile object.

[0071] In addition, if a fourth specific tile object is adjacent to the direction of movement of the fourth specific tile object being processed, the fourth specific tile object being processed is erased, and the fourth specific tile object adjacent to the direction of movement is changed to a fifth specific tile object displaying "192," which is the next level specific tile object.

[0072] In addition, if a fifth specific tile object is adjacent to the direction of movement of the fifth specific tile object being processed, the fifth specific tile object being processed is erased, and the fifth specific tile object adjacent to the direction of movement is changed to a sixth specific tile object displaying "384," which is the next level specific tile object.

[0073] Furthermore, if a sixth specific tile object is adjacent to the sixth specific tile object being processed in the direction of movement, both the sixth specific tile object being processed and the sixth specific tile object adjacent to it in the direction of movement are deleted and are not changed to a specific tile object of the next level. That is, in this embodiment, the sixth specific tile object is the specific tile object of the highest level.

[0074] In this embodiment, players can aim to change specific tile objects into specific tile objects corresponding to larger values, and can compete with other players to earn points by clearing specific tile objects.However, in this embodiment, an element of battling enemy characters is added to this type of puzzle game.

[0075] 4, when the puzzle game starts, an enemy character display 204 including an appearance of the enemy character, a name display showing the name of the enemy character, an enemy hit point display showing the hit points (first parameter) of the enemy character, and an enemy attack power display showing the attack power of the enemy character is displayed above the placement area 202. In this embodiment, a battle is fought against one of three types of enemy characters, and each enemy character has a different name, different hit points, and different attack power.

[0076] When a tile object is erased based on the player's directional input, a player attack effect is executed in which the player attacks the enemy character, and the sum of the values ​​displayed on the erased tile objects, i.e., the value displayed on the specific tile object in the next stage, is subtracted from the hit points of the enemy character.

[0077] For example, if two first specific tile objects are erased and one second specific tile object is placed, "24" is subtracted from the enemy character's hit points, and if two second specific tile objects are erased and one third specific tile object is placed, "48" is subtracted from the enemy character's hit points.

[0078] To the right of the enemy character display 204, an enemy defeat count display 206 is displayed, which indicates the number of enemies defeated. When the hit points of an enemy character reach 0, an enemy defeat effect is executed in which the enemy is defeated, and "1" is added to the enemy defeat count. When "1" is added to the enemy defeat count, a new enemy is determined by lottery, and an enemy appearance effect is executed in which the new enemy determined by lottery appears.

[0079] A time limit display 208 showing the player's time limit is displayed below the placement area 202. The player's initial time limit is set to 10 seconds, and the time limit countdown begins when the puzzle game starts. If a tile object is moved or erased based on the player's directional input during the time limit, the time limit is reset to 10 seconds, and the time limit countdown restarts.

[0080] Below the time limit display 208, a life display 210 showing the player's life (third parameter) is displayed. When the time limit reaches 0, "1" is subtracted from the player's life. When "1" is subtracted from the player's life, the time limit is reset and the countdown of the time limit begins again. The initial value of the player's life is "10", and when the player's life reaches 0, the game ends.

[0081] To the left of the enemy character display 204, a turn number display 212 is displayed, which displays the number of turns (second parameter) the player has until the enemy character launches an attack. In this embodiment, when a tile object is moved or erased based on the player's directional input (under predetermined conditions, depending on the progress of the game), one turn is considered to have ended and "1" is subtracted from the turn number. In other words, if the player performs a directional input but none of the tile objects are moved or erased, one turn is considered not to have ended and "1" is not subtracted from the turn number.

[0082] When the number of turns reaches 0, an enemy attack animation is executed in which the enemy character attacks the player, and a value corresponding to the enemy character's attack power is subtracted from the player's life. Each enemy character has a different number of turns.

[0083] A skill point display 214 showing the player's skill points (fourth parameter) is displayed below the life display 210. When a special tile object is cleared based on the player's directional input, "1" is added to the skill points.

[0084] To the right of the skill point display 214 are displayed a first skill button 216, a second skill button 218, and a third skill button 220, and each skill button displays the skill cost required to activate the skill's effect, the skill name, and the skill's effect. Skill buttons with a skill cost equal to or less than the skill points are highlighted, and when a highlighted skill button is tapped, the effect of the skill corresponding to the tapped skill button is activated.

[0085] In detail, when the first skill button 216 is tapped while it is highlighted, "1" is subtracted from the skill points, the effect of the first skill is activated, and the value subtracted from the enemy character's hit points is doubled for 10 turns.

[0086] Furthermore, when the second skill button 218 is tapped while it is highlighted, "2" is subtracted from the skill points, the effect of the second skill is activated, and four tile objects of the highest level among the tile objects placed in the placement area 202 are erased, and two sixth specific tile objects are added to the positions where the tile objects were erased. Here, if there are three or fewer tile objects placed in the placement area 202, all tile objects placed in the placement area 202 are erased, and one tile object from the first specific tile object, second specific tile object, and special tile object, and two sixth specific tile objects are randomly added to one of the areas.

[0087] When specific tile objects are eliminated based on the player's tap on the second skill button 218, a player attack effect is executed, and the sum of the values ​​displayed on the eliminated tile objects is subtracted from the hit points of the enemy character. When one special tile object is eliminated based on the player's tap on the second skill button 218, "1" is added to the skill points.

[0088] Furthermore, when the third skill button 220 is tapped while it is highlighted, "3" is subtracted from the skill points, the effect of the third skill is activated, and "2" is added to the player's life.

[0089] Then, when tile objects have been placed in all areas of placement area 202, and there are no tile objects adjacent to the same type of tile object, that is, when no tile objects are erased regardless of which directional input is performed, and the skill points are less than 2, the game ends. When the game ends, the total of the values ​​displayed on all erased tile objects, that is, the total damage inflicted on all enemy characters, is displayed as the game result, along with the number of enemies defeated.

[0090] Thus, in this embodiment, rather than simply changing specific tile objects into specific tile objects corresponding to larger values, specific tile objects or special tile objects are strategically erased or skill effects are generated at appropriate times depending on the enemy character's hit points, attack power, number of turns, and the player's life and skill points, thereby realizing a game in which the aim is to erase as many tile objects and defeat as many enemy characters as possible before the game ends.

[0091] The flow of processing performed by the terminal information processing unit 100 of the terminal device 14 of this embodiment will be described below with reference to the flowcharts of FIGS.

[0092] 10, when the game starts (Y in step S100), the terminal information processing unit 100 determines two tile objects by lottery (step S102) and places the two determined tile objects in an empty space (step S104). Then, when a tile object is moved or erased based on a directional input (Y in step S106), the terminal information processing unit 100 determines one tile object by lottery (step S108), adds the determined one tile object to the empty space (step S110), and returns to step S106.

[0093] In the tile object movement processing shown in FIG. 11, when the terminal information processing unit 100 receives a directional input (Y in step S122) during an input acceptance period (Y in step S120) excluding the execution of various effects such as a player attack effect, an enemy defeat effect, an enemy appearance effect, and an enemy attack effect, the terminal information processing unit 100 determines the movement direction of all tile objects based on the directional input (step S124), and processes the area of ​​the initial position corresponding to the directional input (step S126).

[0094] Then, if a tile object exists in the area to be processed (Y in step S128), the terminal information processing unit 100 determines the destination position of the tile object to be processed so that there is no empty area in the determined movement direction (step S130).

[0095] Then, if a specific tile object of the same stage is adjacent in the determined movement direction (step S132), the terminal information processing unit 100 erases the specific tile object to be processed, and changes the specific tile object of the same stage adjacent in the movement direction to a specific tile object of the next stage (step S134).

[0096] On the other hand, if a special tile object is adjacent in the determined movement direction (step S136), the terminal information processing unit 100 erases the special tile object to be processed and the special tile object adjacent in the movement direction (step S138).

[0097] Then, if the terminal information processing unit 100 has not processed all areas (N in step S140), it processes the next area (step S142) and returns to step S128, and if the terminal information processing unit 100 has processed all areas (Y in step S140), it terminates the processing.

[0098] In the player attack processing shown in FIG. 12, when a specific tile object is erased (Y in step S150), the terminal information processing unit 100 executes a player attack performance (step S152), and if the effect of the first skill is occurring (Y in step S154), it subtracts from the hit points of the enemy character a value that is twice the sum of the values ​​corresponding to the erased specific tile objects (step S156), and if the effect of the first skill is not occurring (N in step S154), it subtracts from the hit points of the enemy character the sum of the values ​​corresponding to the erased specific tile objects (step S158).

[0099] When the hit points of the enemy character reach 0 (Y in step S160), the terminal information processing unit 100 executes an enemy defeat effect (step S162) and adds 1 to the number of enemies defeated (step S164).Then, the terminal information processing unit 100 determines a new enemy by lottery (step S166) and executes an enemy appearance effect (step S168).

[0100] In the time limit control process shown in FIG. 13, when the game starts (Y in step S180), the terminal information processing unit 100 counts down the time limit (step S182), and if a tile object is moved or erased based on a directional input (Y in step S184), or if a skill effect occurs (Y in step S186), or if a new enemy character appears (Y in step S188), or if the player's life is reduced (Y in step S190), the terminal information processing unit 100 resets the time limit to 10 seconds (step S192) and returns to step S182.

[0101] On the other hand, if the tile object is not moved or erased based on the directional input (N in step S184), and if the skill effect does not occur (N in step S186), and if a new enemy character does not appear (N in step S188), and if the player's life does not decrease (N in step S190), the time limit is not reset and the process returns to step S182.

[0102] In the skill point update process shown in FIG. 14, when a special tile object is erased (Y in step S200), the terminal information processing unit 100 adds 1 to the skill point (step S202).

[0103] In the skill execution process shown in FIG. 15, when the terminal information processing unit 100 receives an input to tap a skill button (Y in step S212) during the input reception period (Y in step S210), if the skill cost corresponding to the tapped skill button is smaller than the skill points (Y in step S214), it subtracts the skill cost from the skill points (step S216) and generates the effect of the skill corresponding to the tapped skill button (step S218).

[0104] In the enemy attack processing shown in FIG. 16, when a tile object is moved or erased based on a directional input (Y in step S230), 1 is subtracted from the number of turns (step S232), and when the number of turns reaches 0 (Y in step S234), an enemy attack effect is executed (step S236), and a value corresponding to the enemy's attack power is subtracted from the player's life (step S238).

[0105] In the termination determination process shown in FIG. 17, if the player's life becomes 0 (Y in step S240), or if there are no erasable objects (N in step S242), and if the skill points are less than 2 (Y in step S244), the terminal information processing unit 100 terminates the game (step S246) and displays the game result (step S248).

[0106] 3. Variations The present invention is not limited to the above-described embodiment, and various modifications are possible, and modifications are introduced below. Note that the above-described embodiment and the various methods described below as modifications can be appropriately combined and adopted as a method for realizing the present invention.

[0107] When the puzzle game starts, one tile object may be randomly placed in one of the areas.

[0108] Position determination processing may also be performed on each region in the first row or column in the determined movement direction.

[0109] When three specific tile objects of the same type are adjacent in the movement direction, the three adjacent specific tile objects in the movement direction may be changed into one or two specific tile objects of the next stage, or may be changed into a specific object that displays a value three times the value displayed on each of the three specific tile objects.

[0110] When the player makes a directional input, even if none of the tile objects are moved or erased (under certain conditions and depending on the progress of the game), one turn may be considered to have ended and "1" may be subtracted from the turn count.

[0111] If multiple types of special tile objects can be placed, and two special tile objects of the same type are adjacent in the moving direction, the two adjacent special tile objects of the same type may be erased. In this case, the amount of skill points changed may vary depending on the type of the erased special tile object.

[0112] A special tile object having one of a plurality of stages can be placed, and when two special tile objects of the same stage are adjacent in the direction of movement, the two adjacent special tile objects of the same stage may be transformed into special tile objects of the next stage. In this case, the amount of skill points added may vary depending on the stage of the special tile object that was erased. For example, the higher the stage of the erased special tile object, the greater the value added to the skill points.

[0113] When a tile object is erased based on a tap on the second skill button 218 (under certain conditions, depending on the progress of the game), one turn may be completed and one may be subtracted from the turn number, or when a skill effect is generated based on a tap on any skill button, one turn may be completed and one may be subtracted from the turn number.

[0114] When the sum of the values ​​displayed on the erased tile objects reaches a predetermined value, a player attack effect may be executed, and a predetermined value may be subtracted from the hit points of the enemy character.

[0115] The placement area 202 may be divided into areas of two or more rows and two or more columns, and may be divided into areas of a matrix that is not a square matrix, for example, five rows and seven columns.

[0116] A direction different from the direction in which the player swipes in the placement area 202 may be determined as the movement direction of the tile object corresponding to the directional input.

[0117] The movement direction may differ depending on the type of tile object. For example, a specific tile object may be able to move upward, left, and right but not downward, and a special tile object may be able to move downward, left, and right but not upward. Alternatively, a first specific tile object may be able to move upward and left but not downward or right, and a second specific tile object may be able to move downward and right but not upward or left.

[0118] A plurality of enemy characters may appear, and the player may battle the plurality of enemy characters. In this case, when tile objects are erased based on the player's directional input, the sum of the values ​​displayed on the erased tile objects may be subtracted from the hit points of each of the plurality of enemy characters, or may be subtracted from the hit points of any one of the enemy characters, or the sum of the values ​​displayed on the erased tile objects may be divided by the number of enemy characters and the resultant value may be subtracted from the hit points of each of the plurality of enemy characters.

[0119] The order in which enemy characters appear may be predetermined. Alternatively, the game may be cleared when all of the predetermined enemy characters have been defeated.

[0120] When a tile object is moved or erased based on a directional input, two or more tile objects may be determined by lottery, and the determined two or more tile objects may be added to the empty area.

[0121] When a tile object is moved based on a directional input (under certain conditions and depending on the progress of the game), "1" is subtracted from the number of turns, but when a tile object is moved based on a directional input but not erased, "1" may not be subtracted from the number of turns.

[0122] When multiple sets of tile objects are erased based on a single directional input, a value greater than the sum of the values ​​displayed on the erased tile objects may be subtracted from the enemy character's hit points.

[0123] When multiple sets of tile objects are erased based on a single directional input (under specified conditions, depending on the progress of the game), the number of sets of tile objects erased is added up as the combo number (second parameter), and when the combo number reaches a specified number, an enemy attack effect is executed in which an enemy character attacks the player, and a value corresponding to the enemy character's attack power is subtracted from the player's life.

[0124] A waiting time display showing the waiting time until the enemy character attacks may be displayed in the display area 200, and the waiting time countdown may begin when the puzzle game is started. In this case, the initial value of the waiting time is set to 99 seconds, and when the puzzle game is started (under predetermined conditions and in accordance with the progress of the game), the waiting time countdown begins (by changing the second parameter), and when the waiting time reaches 0, an enemy attack effect is executed, and a value corresponding to the attack power of the enemy character is subtracted from the player's life. When "1" is subtracted from the player's life, the waiting time is reset (under predetermined conditions and in accordance with the progress of the game), and the waiting time countdown resumes (by changing the second parameter).

[0125] The present invention may be applied to a personal computer (information processing device), a console video game device (information processing device), or an arcade game device (information processing device) installed in a store. Even when the present invention is applied to a personal computer, a console video game device, or an arcade game device, the terminal devices may be personal computers, console video game devices, or arcade game devices, and multiple terminal devices may communicate with a server device (information processing system). In this case, the present invention may be applied to either the terminal devices or the server device. Particularly when the present invention is applied to a browser game, all or part of the functions of the terminal information processing unit 100 may be executed by the server information processing unit 40. The present invention may be applied to a terminal device (information processing system) that performs peer-to-peer (PtoP) communication with other terminal devices without going through a server device, or to a standalone game device that is not connected to a server device. [Explanation of symbols]

[0126] 10 Information processing system, 12 Server equipment, 14 Terminal equipment, 16 Network, 20 Server information storage medium, 30 Server storage unit, 36 Server communication unit, 40 server information processing unit, 42 server game processing unit, 48 server communication control unit, 50 player input detection unit, 52 display unit, 54 sound output unit, 56 terminal information storage medium, 60 terminal storage unit, 62 main storage unit, 64 drawing buffer, 66 terminal communication unit, 100 terminal information processing unit, 102 input receiving unit, 110 terminal game processing unit, 130 display control unit, 140 image generation unit, 150 sound control unit, 160 Terminal communication control unit

Claims

1. A program for a game, which is installed on a computer placing a specific object, to which any one of a plurality of stages has been set, in a placement area; determining, based on a specific input from a player, a single movement direction as a movement direction for all of the specific objects placed in the placement area; determining a position of each specific object so that there is no empty area in which no specific object is placed in the one movement direction; changing the plurality of specific objects of the same stage into one specific object of a next stage when the plurality of specific objects of the same stage are adjacent to each other in the one moving direction; adding a specific object to the empty area; changing a first parameter set for an enemy based on the change of the plurality of specific objects into the one specific object of the next stage; Varying a second parameter under a predetermined condition; a program that executes the steps of executing an enemy attack based on the second parameter and varying a third parameter based on the enemy attack;

2. In claim 1, A program in which the amount of change in the first parameter varies depending on the stage set for the changed specific object.

3. In claim 1, Special objects may be added to the empty area; changing the plurality of special objects when the plurality of special objects are adjacent to each other in the one movement direction; changing a fourth parameter based on the change in the special object; a program that further executes a step of generating a game effect corresponding to the special input based on the fourth parameter and the special input;

4. Place a specific object with one of the multiple stages set in the placement area; determining a single movement direction as the movement direction of all of the plurality of specific objects arranged in the arrangement area based on a specific input from the player; determining a position of each specific object so that there is no empty area in which no specific object is placed in the one movement direction; When a plurality of specific objects of the same stage are adjacent to each other in the one moving direction, the plurality of specific objects of the same stage are changed into one specific object of a next stage; Adding a specific object to the empty area; changing a first parameter set for the enemy based on the change of the plurality of specific objects into the one specific object of the next stage; Varying the second parameter under predetermined conditions; An information processing device that executes an enemy attack based on the second parameter and changes a third parameter based on the enemy attack.

5. Place a specific object with one of the multiple stages set in the placement area; determining a single movement direction as the movement direction of all of the plurality of specific objects arranged in the arrangement area based on a specific input from the player; determining a position of each specific object so that there is no empty area in which no specific object is placed in the one movement direction; When a plurality of specific objects of the same stage are adjacent to each other in the one moving direction, the plurality of specific objects of the same stage are changed into one specific object of a next stage; Adding a specific object to the empty area; changing a first parameter set for the enemy based on the change of the plurality of specific objects into the one specific object of the next stage; Varying the second parameter under predetermined conditions; An information processing system that executes an enemy attack based on the second parameter and changes a third parameter based on the enemy attack.

6. 1. An information processing method executed by one or more computers, comprising: Place a specific object with one of the multiple stages set in the placement area; determining a single movement direction as the movement direction of all of the plurality of specific objects arranged in the arrangement area based on a specific input from the player; determining a position of each specific object so that there is no empty area in which no specific object is placed in the one movement direction; When a plurality of specific objects of the same stage are adjacent to each other in the one moving direction, the plurality of specific objects of the same stage are changed into one specific object of a next stage; Adding a specific object to the empty area; changing a first parameter set for the enemy based on the change of the plurality of specific objects into the one specific object of the next stage; Varying the second parameter under predetermined conditions; An information processing method that executes an enemy attack based on the second parameter, and varies a third parameter based on the enemy attack.

Citation Information

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