Game program and information device

JP7912659B1Active Publication Date: 2026-08-28NHN PLAYART
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Patent Information

Application Number
JP2025183898
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-10-30
Publication Date
2026-08-28
Estimated Expiration
2045-10-30

AI Technical Summary

Benefits of technology

【0019】 本開示の一実施形態によれば、新規なゲーム機能を搭載したパズルゲームを提供することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

We offer a puzzle game with new game features. [Solution] A game program is provided that provides a puzzle game in which, as puzzle pieces are removed from a puzzle area provided with multiple puzzle pieces by user operation, new puzzle pieces are added to the puzzle area, and when predetermined conditions are met, the game program causes the computer to change the appearance of a first puzzle piece placed in the puzzle area from a first appearance to a second appearance different from the first appearance, and after the first puzzle piece has been changed to the second appearance, to add a new puzzle piece to the puzzle area that includes the first puzzle piece with the second appearance.
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Description

[Technical Field]

[0001] One embodiment of the present disclosure relates to a game program and an information device that executes the game program. [Background Art]

[0002] In recent years, the development of puzzle games executed on mobile terminals such as smartphones has been active. Various puzzle games have been developed. Generally, a puzzle game in which the game progresses by performing a touch operation on a plurality of puzzle pieces arranged on the screen and eliminating pieces that satisfy a predetermined condition is widely known.

[0003] For example, Patent Document 1 discloses a puzzle game in which, among a plurality of puzzle pieces dropped into a space following virtual gravity, pieces of the same type are traced with a finger to connect three or more pieces to eliminate the pieces. In addition, Patent Document 2 discloses a puzzle game in which a player operates virtual gravity to move movable blocks, and the blocks are eliminated when three or more movable blocks of the same type are aligned. [Prior Art Documents] [Patent Documents]

[0004] [Patent Document 1] Japanese Unexamined Patent Publication No. 2016-036613 [Patent Document 2] Japanese Unexamined Patent Publication No. 2003-260269 [Summary of the Invention] [Problem to be Solved by the Invention]

[0005] An object of one embodiment of the present disclosure is to provide a puzzle game equipped with a novel game function. [Means for Solving the Problem]

[0006] A game program according to one embodiment of the present disclosure is a game program that provides a puzzle game in which, as a user removes a puzzle piece from a puzzle area provided with a plurality of puzzle pieces, a new puzzle piece is added to the puzzle area, and when a predetermined condition is met, the program causes the computer to change the appearance of a first puzzle piece placed in the puzzle area from a first appearance to a second appearance different from the first appearance, and after the first puzzle piece has been changed to the second appearance, to add a new puzzle piece to the puzzle area that includes the first puzzle piece with the second appearance.

[0007] The predetermined condition may be to remove a predetermined number of second puzzle pieces other than the first puzzle piece from among the multiple puzzle pieces displayed in the puzzle area.

[0008] The second puzzle piece may be associated with the first puzzle piece.

[0009] The above game program may further cause the computer to change the first puzzle piece from its first appearance to its second appearance, and change the second puzzle piece to the first puzzle piece with its second appearance.

[0010] The above game program may further cause the computer to not add the second puzzle piece to the puzzle area after the first puzzle piece has been changed to the second appearance.

[0011] The above game program may, before the start of the puzzle game, further cause the computer to determine, among the plurality of puzzle pieces, other puzzle pieces other than the first puzzle piece and the second puzzle piece, in accordance with the first puzzle piece selected by the user.

[0012] Each of the plurality of puzzle pieces is associated with appearance parameters that indicate external characteristics, wherein the first appearance parameter associated with the first puzzle piece for the first appearance is different from the second appearance parameter associated with the first puzzle piece for the second appearance, the third appearance parameter associated with the second puzzle piece is different from the first and second appearance parameters, and the appearance parameters associated with other puzzle pieces other than the first and second puzzle pieces may be different from the first, second and third appearance parameters.

[0013] The appearance parameter associated with each of the plurality of puzzle pieces may indicate the color information assigned to the corresponding puzzle piece.

[0014] The first puzzle piece with the second appearance may be associated with different abilities than the first puzzle piece with the first appearance.

[0015] The above game program may further cause the computer to, when adding the first puzzle piece of the second appearance to the puzzle area, display the first puzzle piece of the second appearance added to the puzzle area in front of other puzzle pieces of the second appearance displayed in the puzzle area, from the user's perspective.

[0016] The predetermined conditions may include the number of times the ability of the first puzzle piece of the first appearance is used reaching a predetermined number of times, the elapsed time from the start of the puzzle game, or the tapping of an item added to the puzzle area a predetermined number of times when a predetermined number of predetermined puzzle pieces are removed during the puzzle game.

[0017] A game program according to an embodiment of the present disclosure is a game program that provides a puzzle game in which a new puzzle piece is added to the puzzle area as puzzle pieces are erased from the puzzle area provided with a plurality of puzzle pieces by a user operation, the game program causing a computer to execute: when a predetermined condition is satisfied, changing a first puzzle piece arranged in the puzzle area to a second puzzle piece having an appearance different from that of the first puzzle piece, and after changing the first puzzle piece to the second puzzle piece, adding a new puzzle piece including the second puzzle piece to the puzzle area.

[0018] An information device according to an embodiment of the present disclosure comprises: a memory that stores any one of the above game programs; and a processor that executes the game program stored in the memory. Effects of the Invention

[0019] According to an embodiment of the present disclosure, a puzzle game equipped with a novel game function can be provided. Brief Description of the Drawings

[0020] [Figure 1] It is a block diagram showing the configuration of a communication system according to an embodiment of the present disclosure. [Figure 2] It is a block diagram showing an example of the configuration of a communication device according to an embodiment of the present disclosure. [Figure 3] It is a block diagram showing an example of the configuration of a server according to an embodiment of the present disclosure. [Figure 4] It is a block diagram showing game processing functions of a communication device according to an embodiment of the present disclosure. [Figure 5] It is a block diagram showing game processing functions of a server according to an embodiment of the present disclosure. [Figure 6] It is a diagram showing an example of a game image when the game program according to an embodiment of the present disclosure is executed. [Figure 7]It is a diagram showing an example of a game image when the game program according to an embodiment of the present disclosure is executed. [Figure 8] It is a diagram showing an example of a game image when the game program according to an embodiment of the present disclosure is executed. [Figure 9] It is a diagram showing an example of a game image when the game program according to an embodiment of the present disclosure is executed. [Figure 10] It is a diagram showing an example of a game image when the game program according to an embodiment of the present disclosure is executed. [Figure 11] It is a flow diagram showing an example of processing for selecting a sub-puzzle piece according to an embodiment of the present disclosure. [Figure 12] It is a flow diagram showing an example of processing for selecting a sub-puzzle piece according to an embodiment of the present disclosure. [Figure 13] It is a diagram showing an example of a game image when the game program according to an embodiment of the present disclosure is executed.

Mode for Carrying Out the Invention

[0021] Hereinafter, a game program which is an embodiment of the present disclosure will be described with reference to the drawings. However, the present disclosure can be implemented in many different modes. That is, the present disclosure should not be construed as being limited to the contents described in the embodiments shown below. In the drawings referred to in the present embodiment, the same reference numerals or reference numerals obtained by adding an alphabet after the same reference numerals are used for the same parts or parts having similar functions, and repeated descriptions thereof will be omitted.

[0022] In this specification, each term is defined as follows.

[0023] "Game image" is an image representing the progress of a game displayed on a display. In the case of a puzzle game, a game image including a puzzle area where a plurality of puzzle pieces are arranged is displayed on the display. A game user (hereinafter simply referred to as "user") can perform a game operation by performing a touch operation on a part of the game image.

[0024] The "puzzle area" is the area in the game image where multiple puzzle pieces are placed. The puzzle game progresses when the user touches the puzzle pieces placed in the puzzle area to change their arrangement, or performs predetermined operations on multiple puzzle pieces to remove them. Predetermined operations include, for example, tracing and connecting multiple puzzle pieces. "Tracing and connecting multiple puzzle pieces" refers to visually or virtually connecting multiple objects that are spaced apart within a predetermined distance by tracing them with a touch operation.

[0025] A "puzzle piece" refers to an object that functions as an individual piece that makes up a puzzle (specifically, an image included in the game image that is the target of manipulation or processing). Puzzle pieces include "operable puzzle pieces" that the user can manipulate and "non-operable puzzle pieces" that the user cannot manipulate. "Operable" means that the user can move puzzle pieces by touch, connect multiple puzzle pieces by tracing them, or activate special effects. "Operaable puzzle pieces" include "owned pieces" and "unowned pieces". "Non-operable puzzle pieces" may include "obstruction pieces" that hinder the movement of puzzle pieces, "enemy pieces" that function as enemies that the user can attack, and "bombs" that have special effects such as clearing surrounding puzzle pieces. Bombs appear in the puzzle area PA when the predetermined bomb generation conditions are met, for example, by connecting and clearing a predetermined number of puzzle pieces in the puzzle area PA. When the user taps the appearing bomb, the effect of the tapped bomb is activated.

[0026] "Owned pieces" in the Puzzle Pieces game refer to puzzle pieces that a user possesses, and are given to the user as rewards from gacha draws or events. Here, "owned" means that the puzzle piece is associated with the user's data. "Unowned pieces" are Puzzle Pieces other than owned pieces (i.e., puzzle pieces that the user does not possess).

[0027] The puzzle pieces placed in the puzzle area include "main puzzle pieces" and "sub-puzzle pieces." Both of these are interactive puzzle pieces. "Main puzzle pieces" are puzzle pieces that, when manipulated by the user during gameplay, activate special effects. These "special effects" may include, for example, effects that change a specific puzzle piece into another puzzle piece, effects that clear multiple puzzle pieces at once, or effects that activate a specific skill (ability). Before the game starts, the user selects one main puzzle piece from their owned pieces. "Sub-puzzle pieces" are puzzle pieces other than the main puzzle piece, and are automatically selected from the interactive puzzle pieces excluding the puzzle piece set as the main puzzle piece. Multiple types (for example, 3 to 5 types) of sub-puzzle pieces are placed within the puzzle area. These multiple sub-puzzle pieces placed within the puzzle area are distinguished by their color, shape, or pattern.

[0028] Skills are the ability to activate the unique special effects that each puzzle piece possesses. "Possessing a skill" means that the puzzle piece is associated with a program that activates the specific skill corresponding to that piece. During gameplay, when certain conditions are met, the skill corresponding to the puzzle piece used as the main puzzle piece becomes activatable. The conditions for activating a puzzle piece's skill will be referred to as "skill activation conditions" below.

[0029] "Touch operation" refers to an operation performed by a user by touching a touch panel or similar device with their finger or a stylus pen (hereinafter referred to as "indicator"). "Tap operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is short. "Long press operation" refers to a touch operation in which the duration from the start to the release of contact with the indicator is longer than that of a tap operation. "Slide operation" refers to an operation in which the point of contact is moved while maintaining contact with the indicator (an operation involving a change in the coordinates of the point of contact). Among slide operations, operations in which the contact time of the indicator is long are sometimes called swipe operations. Also, among slide operations, operations in which the contact time of the indicator is short are sometimes called flick operations.

[0030] A "program" refers to an instruction or set of instructions executed by a processor in a computer equipped with a processor and memory. A "computer" is a general term referring to the entity that executes a program. For example, when a program is executed by a server (or client), "computer" refers to the server (or client). Also, when a "program" is executed through distributed processing between a server and a client, "computer" includes both the server and the client. In this case, "program" includes "the program executed on the server" and "the program executed on the client." Similarly, when a "program" is processed in a distributed manner across multiple servers, "computer" includes the multiple servers, and "program" includes each program executed on each server.

[0031] In this specification and the description of the drawings, when it is necessary to distinguish between multiple elements of the same type (for example, multiple puzzle pieces), they may be distinguished by adding a number after a common designation (for example, NJ) (e.g., NJ1 to NJ3). However, when it is not necessary to distinguish them individually in the description, only the common designation may be used.

[0032] [Communication system configuration] Figure 1 is a block diagram showing the configuration of a communication system 1000 in one embodiment of the present disclosure. The communication system 1000 has one or more communication devices 100 and a server 500. The communication devices 100 and the server 500 are connected to a network NW such as the Internet or a communication line. The communication system 1000 is a client-server system consisting of a client communication device 100 and a server 500.

[0033] The communication device 100 is, for example, a mobile terminal such as a smartphone. By connecting to a network NW, the communication device 100 can communicate with the server 500 or other communication devices. The communication device 100 can have a game program installed. By running the game program installed on the communication device 100, a puzzle game is provided in which the user can manipulate puzzle pieces in the puzzle area according to their input.

[0034] The game program is downloaded from the server 500 to the communication device 100 via the network NW. However, the game program may be pre-installed on the communication device 100. Furthermore, the game program may be provided already recorded on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, magneto-optical recording medium, or semiconductor memory. In this case, the communication device 100 is an information processing device equipped with a device for reading the recording medium.

[0035] 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 role of execution (so-called distributed processing).

[0036] Server 500 is an information processing device that provides a game program to the communication device 100. In addition to the game program, Server 500 provides various services. These services include, for example, login processing and synchronization processing when running an online game on the communication device 100. Other services may include, for example, SNS (Social Networking Service) and billing processing. The game program is recorded in a storage device included in Server 500, a recording medium readable by Server 500, or a database accessible to Server 500 via a network NW. In Figure 1, Server 500 is shown as a single information processing device, but it may be composed of multiple information processing devices.

[0037] [Configuration of the G device] Figure 2 is a block diagram showing an example configuration of a communication device 100 in one embodiment of the present disclosure. The communication device 100 includes a control unit 101, a storage unit 102, a display unit 103, an operation unit 104, a sensor unit 105, an imaging unit 106, a position detection unit 107, a communication unit 108, an audio input / output unit 109, and a notification unit 110. However, the communication device 100 is not limited to including all of these elements.

[0038] The control unit 101 includes a processor (arithmetic processing unit) such as a CPU (Central Processing Unit) and a storage device such as RAM. The control unit 101 executes programs stored in the storage unit 102 using the processor to realize various functions in the communication device 100. Signals output from each element of the communication device 100 are used by the various functions realized in the communication device 100.

[0039] The memory unit 102 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 102 stores programs and information such as parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 102.

[0040] The display unit 103 has a display area that displays various display images (for example, game images, etc.) in accordance with the control of the control unit 101. The display unit 103 is a display device such as a liquid crystal display or an organic EL display.

[0041] The operation unit 104 is an operating device that outputs signals (for example, signals indicating commands or information) to the control unit 101 in response to user operations. The operation unit 104 is a touch sensor located on the surface of the display unit 103. The operation unit 104, when combined with the display unit 103, constitutes a touch panel. Commands or information corresponding to user operations are input to the communication device 100 by the user touching the operation unit 104 with their finger or an object such as a stylus pen. The operation unit 104 may also include switches or buttons located on the housing of the communication device 100.

[0042] The sensor unit 105 is a device that collects information about the movement of the communication device 100, the environment surrounding the communication device 100, etc., and converts it into a signal. In this embodiment, the sensor unit 105 is, for example, an acceleration sensor. The control unit 101 acquires information about the movement of the communication device 100 (for example, tilt, vibration, etc.) based on the output signal of the sensor unit 105. However, the sensor unit 105 is not limited to this example and may include an illuminance sensor, a temperature sensor, a magnetic sensor, or other sensors.

[0043] The imaging unit 106 is an imaging device (camera) that converts the image of the object to be imaged into a signal. The communication device 100 generates image files (including still image files and video files) based on the imaging signal output from the imaging unit 106. The imaging unit 106 also functions as a scanner that reads identification codes such as one-dimensional codes or two-dimensional codes.

[0044] The position detection unit 107 detects the position of the communication device 100 based on the position information. In this embodiment, the position detection unit 107 detects the position of the communication device 100 using GNSS (Global Navigation Satellite System).

[0045] The communication unit 108 is a wireless communication module that, under the control of the control unit 101, connects to the network NW and transmits and receives information with other communication devices, such as a server 500 connected to the network NW. The communication unit 108 may also include a communication module that performs infrared communication, short-range wireless communication, etc.

[0046] The sound input / output unit 109 performs sound input and output. The sound input / output unit 109 includes a microphone and a speaker. For example, sound input is performed by the microphone of the sound input / output unit 109. Sound output is performed by the speaker of the sound input / output unit 109. In addition to communication with other communication devices, the sound input / output unit 109 can also be used for collecting external sounds or outputting voices or sound effects associated with game progress.

[0047] The notification unit 110 notifies the user of the status of the communication device 100 by visual, auditory, or tactile means. Specifically, the notification unit 110 notifies the user of the status of the communication device 100 using light, sound, or vibration. For example, the notification unit 110 can notify the user of whether or not communication with an external device is taking place by flashing a lamp or vibrating the entire casing. The vibration of the entire casing is performed by a vibrator included in the notification unit 110. The notification unit 110 can also notify the user of events that occur as the game progresses. For example, the notification unit 110 can notify the user using light, sound, or vibration that a puzzle piece placed in the puzzle area has met a predetermined condition.

[0048] [Server Configuration] Figure 3 is a block diagram showing an example of the configuration of a server 500 in one embodiment of the present disclosure. The server 500 in this embodiment includes a control unit 501, a storage unit 503, and a communication unit 505.

[0049] The control unit 501 includes an arithmetic processing circuit (control device) such as a CPU and a storage device such as RAM. The control unit 501 executes programs stored in the storage unit 502 using the CPU to realize various functions in the server 500. Signals output from each element of the server 500 are used by the various functions realized in the server 500.

[0050] The memory unit 503 is a recording device (recording medium) capable of permanently retaining and rewriting information, such as non-volatile memory or a hard disk drive. The memory unit 503 stores information such as programs and parameters necessary for the execution of those programs. For example, the aforementioned game program is stored in the memory unit 503. The memory unit 503 also stores various information received from other devices (e.g., communication device 100) via the network NW.

[0051] The communication unit 505 is a wireless communication module that, under the control of the control unit 501, connects to the network NW and transmits and receives information with other devices such as the communication device 100 and other servers connected to the network NW. Examples of other servers include game servers, SNS servers, and mail servers.

[0052] [Game processing function of communication device] The game processing functions performed by the communication device 100 will now be described. The game processing functions are realized by the control unit 101 of the communication device 100 executing a game program. Some or all of the configurations for realizing the game processing functions described below may be implemented by hardware.

[0053] Figure 4 is a block diagram showing a game processing function 10 of a communication device 100 in one embodiment of the present disclosure. The game processing function 10 includes a game operation acquisition unit 11, a setting data reception unit 12, a game data storage unit 13, a game processing execution unit 14, a status data transmission unit 15, a display data generation unit 16, and a display data output unit 17. However, the game processing function 10 shown in Figure 4 is merely an example, and some functions may be omitted or other functions may be added.

[0054] The game operation acquisition unit 11 acquires game operations from among the operations input by the user to the operation unit 104. Game operations are operations related to the game, and include, for example, selecting puzzle pieces to be used in the game, giving instructions to move puzzle pieces (specifically, operation puzzle pieces), and giving instructions to trace and connect puzzle pieces. Game operations are performed by touch operations on the operation unit 104.

[0055] The configuration data receiving unit 12 receives configuration data from the server 500 via the communication unit 108. The configuration data is generated at the server 500 and includes various configuration parameters related to game progression. The configuration data also includes control data related to game control.

[0056] The game data storage unit 13 stores the setting data received by the setting data receiving unit 12, and data necessary for displaying game images (e.g., image data, appearance parameters, etc.). The game data storage unit 13 may also store status data, which will be described later.

[0057] The game processing execution unit 14 executes processes (game progress processing) to control the progress of the game based on the game operations acquired by the game operation acquisition unit 11 and the setting data received by the setting data receiving unit 12. The game progress processing includes, for example, processing of various events associated with the removal of multiple puzzle pieces placed in the puzzle area (including rearranging the puzzle pieces), processing to generate status data corresponding to the processing of various events, and processing to control the game image according to the status of the game progress. The status data is data that represents the state of the game progress and includes the placement of each puzzle piece, whether or not an event has occurred, etc. The game processing execution unit 14 can generate status data at any time. Detailed specific examples of the game progress processing will be described later.

[0058] The status data transmission unit 15 transmits the status data generated by the game processing execution unit 14 to the server 500 via the communication unit 108. The status data transmission unit 15 can transmit status data at any time, for example, when the game ends or when an event occurs.

[0059] The display data generation unit 16 generates display data for displaying game images on the display unit 103 according to the progress of the game controlled by the game processing execution unit 14. The display data includes a background image and object images such as puzzle pieces.

[0060] The display data output unit 17 outputs the display data generated by the display data generation unit 16 to the display unit 103. The display data output unit 17 generates signals such as signals to control the output timing of the display image and signals to control each driver circuit of the display unit 103.

[0061] [Server game processing capabilities] The game processing functions executed on server 500 are described below. These game processing functions are implemented by the control unit 501 of server 500 executing a game program. Some or all of the configurations for implementing the game processing functions described below may be implemented by hardware.

[0062] Figure 5 is a block diagram showing the game processing function 50 of a server 500 in one embodiment of the present disclosure. The game processing function 50 includes a status data receiving unit 51, a game data storage unit 52, a game processing execution unit 53, and a setting data transmission unit 54. However, the game processing function 50 shown in Figure 5 is merely an example, and some functions may be omitted or other functions may be added.

[0063] The status data receiving unit 51 receives status data from the communication device 100 via the communication unit 503. The status data may include identification data for identifying the source communication device 100.

[0064] The game data storage unit 52 stores the status data received by the status data receiving unit 51. The game data storage unit 52 also stores the configuration data generated by the game processing execution unit 53. The status data and configuration data are stored in association with the corresponding communication device 100.

[0065] The game processing execution unit 53 executes processes (game management processes) for managing the progress of the game based on the status data received by the status data receiving unit 51. The game management processes include, for example, processes for managing the status data associated with each communication device 100, processes for generating setting data according to the progress of each game, and processes for each communication device 100 to log into the game. The game management processes may also include processes for synchronizing the game progress among the communication devices 100. Furthermore, the game processing execution unit 53 is not limited to this example and can also execute at least a part of the game progress processes described above in addition to the game management processes.

[0066] The configuration data is data used to set various parameters according to the state of game progress. For example, the configuration data includes identification data for the associated communication device 100, parameters related to the progress and control of the next game stage, and parameters related to setting the size of updated interference pieces. The game processing execution unit 53 can generate configuration data associated with the communication device 100 corresponding to the status data it has received.

[0067] The configuration data transmission unit 54 transmits the configuration data generated by the game processing execution unit 53 to the corresponding communication device 100 via the communication unit 503. The configuration data transmission unit 54 can transmit configuration data at timings such as when an event occurs or when transitioning to the next game stage. In addition to configuration data, the configuration data transmission unit 54 may also transmit current status data to the communication device 100.

[0068] [Composition of game images] The game image GI described below is displayed on the display unit 103 by the control unit 101 (specifically, the processor in the control unit 101) of the communication device 100 shown in Figure 2, which executes the game program read from the storage unit 102. However, the control unit 501 (specifically, the processor in the control unit 501) of the server 500 shown in Figure 3 may execute the game program stored in the storage unit 502 and display the game image GI on the display unit 103 of the communication device 100.

[0069] Figure 6 shows an example of a game image GI when a game program of one embodiment of the present disclosure is executed. Specifically, Figure 6 shows a scene from a puzzle game during game program execution. The communication device 100 is a mobile terminal such as a smartphone. The game image GI is displayed on the 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.

[0070] The game image GI shown in Figure 6 includes a puzzle area PA and a non-puzzle area NPA. The puzzle area PA is the area where the puzzle game is played, and multiple puzzle pieces are placed there. Specifically, a virtual gravity field is set in the puzzle area PA, and when the game starts, multiple puzzle pieces fall from above within the puzzle area PA. The puzzle pieces that fall into the puzzle area PA accumulate and overlap at the bottom of the puzzle area PA.

[0071] The non-puzzle area (NPA) is the area of ​​the game image (GI) excluding the puzzle area. The non-puzzle area (NPA) contains one or more GUIs (Graphical User Interfaces) used during gameplay. In the example shown in Figure 6, for example, a skill meter (SM), which is a GUI indicating the amount of power accumulated to activate skills, a game setting switch (GS), which is a GUI for adjusting game settings, and a score display area (SD), which displays the score, are placed. However, the images that can be placed in the non-puzzle area (NPA) are not limited to this example. Here, "score" refers to the points added when puzzle pieces are cleared in the puzzle area (PA) during gameplay. The score may be the same or different for each puzzle piece displayed in the puzzle area (PA). Also, the score may be added depending on how the puzzle pieces are cleared.

[0072] A predetermined background image may be displayed in at least one of the puzzle area PA and the non-puzzle area NPA. The background image may be an image consisting only of colors, or it may be an image representing some kind of picture, pattern, character, etc. The background image may be set according to the content of the puzzle game being played.

[0073] In the example shown in Figure 6, multiple puzzle pieces are arranged within the puzzle area PA: a main puzzle piece (first puzzle piece) MJ, sub-puzzle pieces NJ1-NJ3, and a special puzzle piece SJ. These puzzle pieces are examples of manipulable puzzle pieces and can be manipulated by the user. The main puzzle piece MJ, sub-puzzle pieces NJ1-NJ3, and special puzzle piece SJ each have different characters assigned to them and possess distinguishable appearances. In Figure 6, the main puzzle piece MJ is assigned an image corresponding to the character "rabbit," while the sub-puzzle pieces NJ1-NJ3 are assigned images corresponding to the characters "raccoon dog," "old man," and "frog," respectively. The special puzzle piece SJ is assigned an image corresponding to "fire." The special puzzle piece SJ will be described later.

[0074] In the example shown in Figure 6, multiple puzzle pieces distinguishable by four different characters are shown as the main puzzle piece MJ and sub-puzzle piece NJ, but this is not the only example. The main puzzle piece MJ and sub-puzzle piece NJ only need to be distinguishable by any number of two or more different characters. Also, in Figure 6, the main puzzle piece MJ and sub-puzzle piece NJ are shown as being approximately the same size, but puzzle pieces of different sizes may be mixed together.

[0075] [Overview of game progression] Next, an overview of the progress of the puzzle game provided to the user by executing a game program according to one embodiment of the present disclosure will be described. The puzzle game progresses when the control unit 101 (specifically, the processor included in the control unit 101) of the communication device 100 shown in Figure 2 executes the game program read from the storage unit 102.

[0076] Figure 7 shows an example of a game image GI when a game program of one embodiment of the present disclosure is executed. When the puzzle game starts, the user connects and erases three or more of the same type of puzzle pieces (main puzzle piece MJ1, any of the sub-puzzle pieces NJ1 to NJ3, or special puzzle piece SJ) by touch operation (e.g., slide operation). In the example shown in Figure 7, four sub-puzzle pieces NJ1, which are set to the character "raccoon dog", are virtually connected and erased. When the four sub-puzzle pieces NJ1 are erased, other puzzle pieces located above the erased puzzle pieces in the puzzle area PA fall to fill the resulting empty space. Furthermore, new puzzle pieces (main puzzle piece MJ1, any of the sub-puzzle pieces NJ1 to NJ3, or special puzzle piece SJ) are added to the puzzle area PA from above.

[0077] [Selecting the main puzzle piece] Figure 8 shows an example of a game image GI when a game program of one embodiment of the present disclosure is executed. Specifically, Figure 8 shows an example in which a selection screen SS is displayed as a game image GI, in which the user is asked to select any one of the pieces they possess as the main puzzle piece MJ before the puzzle game progresses.

[0078] The selection screen SS includes an interface area 310 for performing selection operations, a selection area 320 for displaying a list of owned pieces that are candidates for selection, and a confirmation area 330 for confirming the selected owned piece.

[0079] Interface area 310 contains GUIs 311 and 312 for selection operations. For example, GUIs 311 and 312 may be a "back" button to return to the previous screen, or a "confirm" button to confirm the selected puzzle piece. However, other interfaces may be placed in interface area 310, not limited to this example.

[0080] The user selects one puzzle piece from their owned pieces via the selection screen (SS). The selected puzzle piece is used as the main puzzle piece (first puzzle piece) MJ during gameplay. For example, if a specific mission is assigned, the user can select an owned piece with a skill suitable for achieving that mission as the main puzzle piece MJ. The selected main puzzle piece MJ is placed within the puzzle area (PA) during gameplay. When the skill activation conditions are met, the power accumulated in the skill meter (SM) becomes full. At this point, the user can activate the skill corresponding to the main puzzle piece MJ by performing a predetermined operation, such as manipulating the skill meter (SM), allowing them to progress through the game more advantageously. The user may also select a puzzle piece from their owned pieces that they wish to level up as the main puzzle piece MJ.

[0081] In this embodiment, the playable piece includes a transformable puzzle piece. Hereinafter, the transformable puzzle piece will be referred to as the "transformable puzzle piece." The transformable puzzle piece is a puzzle piece whose appearance changes when predetermined conditions are met during gameplay, and which possesses skills different from those of the pre-transformation version while its appearance is changed. In other words, the transformable puzzle piece has a first appearance and a second appearance different from the first appearance. It appears in the first appearance immediately after the start of the game, and changes to the second appearance when predetermined conditions are met during gameplay. Different skills are assigned to the first and second appearances. Therefore, the skills of the transformable puzzle piece change from the skills assigned to the first appearance (first skill) to the skills assigned to the second appearance (second skill) in accordance with the change in appearance. Hereinafter, the change in the appearance of the transformable puzzle piece will be referred to as "transformation," and the predetermined conditions for the transformable puzzle piece to transform during gameplay will be referred to as "transformation conditions."

[0082] In this embodiment, if the player's possession includes a transformation puzzle piece, and the user selects this transformation puzzle piece as the main puzzle piece MJ, then when the transformation conditions are met during gameplay, the main puzzle piece MJ will transform, and its skills will also change accordingly. Here, as an example, we will explain the case where the transformation condition is to remove a predetermined number of special puzzle pieces SJ from within the puzzle area PA.

[0083] As shown in Figure 8, the selection area 320 displays a list of images related to the owned pieces. In the example shown in Figure 8, images 321 to 325 corresponding to five types of designs (characters) – "rabbit," "frog," "fox," "crab," and "panda" – are displayed as images related to the owned pieces. The selected image is highlighted to indicate that it has been selected as the main piece MJ. In Figure 8, the selected "rabbit" image 321 is highlighted with a double display frame. In this embodiment, as an example, the case in which the puzzle piece related to the "rabbit" design is a transformation puzzle piece is described. In the selection area 320, the transformation puzzle piece may be displayed in a way that distinguishes it from other puzzle pieces. For example, as shown in Figure 8, in the "rabbit" image 321, the first appearance (pre-transformation appearance) of the puzzle piece corresponding to the "rabbit" design may be displayed largely, and the second appearance (post-transformation appearance) may be displayed smaller in the display area 321a within the image 321.

[0084] In the selected area 320, the empty area 326, indicated by a dashed line, is the area where unacquired regular puzzle pieces are placed. When a user acquires a new regular puzzle piece through gacha or an event, a new image related to the acquired regular puzzle piece (owned piece) is displayed in the empty area 326.

[0085] The confirmation area 330 displays information about the owned piece selected in the selection area 320. Specifically, the confirmation area 330 includes a selected image display area 331 that displays the selected image, and an explanation area 332 that describes the details of the selected puzzle piece. In the example shown in Figure 8, since the image of a "rabbit" 321 is selected in the selection area 320, the explanation area 332 displays a description corresponding to the image of a "rabbit" 321.

[0086] In this embodiment, the explanation area 332 displays an area 332a that displays the name of the puzzle piece (in the example shown in Figure 8, it is "rabbit") and an area 332b that displays a description of the skill assigned to the puzzle piece. In area 332b, the description of the first skill assigned to the first appearance (pre-transformation appearance) of the selected puzzle piece ("rabbit") is displayed, and the description of the second skill assigned to the second appearance (post-transformation appearance) is omitted. In addition to the selected image display area 331 and the explanation area 332, the confirmation area 330 may also display a level display area 333 that displays the current level of the selected puzzle piece ("rabbit"), the percentage of experience points required to level up to the next level, and the current score, and a skill level display area 334 that displays the current skill level of the selected puzzle piece ("rabbit"), the percentage required to level up to the next skill level, and the effect range of the current skill.

[0087] As described above, in this embodiment, prior to proceeding with the puzzle game, the user selects one main puzzle piece MJ from among the pieces they possess. As shown in Figure 8, the user can select any of their possessed pieces as the main puzzle piece MJ. In this embodiment, we will explain the case in which the transformation puzzle piece corresponding to the character ("rabbit") of the image 321 selected in the selection area 320 shown in Figure 8 is selected as the main puzzle piece MJ.

[0088] Figure 9 shows an example of a game image GI when a game program of one embodiment of the present disclosure is executed. During gameplay, the user connects three or more special puzzle pieces SJ by touch operation (e.g., slide operation) to remove them from the puzzle area PA. In the example shown in Figure 9, five special puzzle pieces SJ set to the "fire" pattern are virtually connected and removed from the puzzle area PA. During gameplay, when a predetermined number of special puzzle pieces SJ are removed, the main puzzle piece MJ transforms. That is, the appearance of the main puzzle piece MJ, which is a "rabbit," changes from the first appearance to the second appearance. Along with the change in appearance, the skill of the main puzzle piece MJ changes from the first skill to the second skill.

[0089] In this embodiment, a special puzzle piece (second puzzle piece) is associated with the transformation puzzle piece ("rabbit") selected as the main puzzle piece MJ. The special puzzle piece SJ is one of the operation puzzle pieces and is a puzzle piece used to store the power necessary to change the appearance of the associated transformation puzzle piece. The special puzzle piece has a different appearance from the transformation puzzle piece ("rabbit"). In this embodiment, the special puzzle piece is a puzzle piece (special puzzle piece SJ) that is placed in the puzzle area PA with a design representing "fire," as shown in Figure 6, etc. When the transformation puzzle piece to which the special puzzle piece is associated is selected as the main puzzle piece MJ, the special puzzle piece is also automatically set as a puzzle piece that will be placed in the puzzle area PA during gameplay.

[0090] Figure 10 shows an example of a game image GI after the transformation condition is met when a game program of one embodiment of the present disclosure is executed. When the transformation condition is met, that is, when the user removes a predetermined number of special puzzle pieces SJ from within the puzzle area PA, the appearance of all main puzzle pieces MJ present in the puzzle area PA is changed to the second appearance. For example, as shown in Figure 10, the main puzzle piece MJ transforms from a "white rabbit" at the start of the game to a "black rabbit". In addition, along with the transformation of the main puzzle piece MJ, the special puzzle pieces SJ present in the puzzle area PA are also changed to the second appearance (transformed appearance) of the main puzzle piece MJ. Regardless of whether the main puzzle piece MJ with the second appearance was the first appearance (pre-transformation appearance) or a special puzzle piece SJ before the transformation, the main puzzle piece MJ with the second appearance is treated as a single main puzzle piece MJ and can be connected and removed without distinction in the puzzle area PA.

[0091] Furthermore, as shown in Figure 10, after the main puzzle piece MJ transforms, the first appearance (pre-transformation appearance) of the main puzzle piece MJ and the special puzzle piece SJ are not added to the puzzle area PA, and only the second appearance (post-transformation appearance) of the main puzzle piece MJ is added to the puzzle area PA. This reduces the number of puzzle piece types displayed in the puzzle area PA, improving visibility. As a result, users can more quickly identify similar puzzle pieces in the puzzle area PA, making it easier to increase their score. Additionally, the reduced number of puzzle piece types increases the probability of similar puzzle pieces being adjacent, further increasing the score.

[0092] The main puzzle piece MJ with the second appearance has different skills than the main puzzle piece MJ with the first appearance. For example, if the main puzzle piece MJ with the first appearance has the skill to randomly remove one type of sub-puzzle piece NJ surrounding the main puzzle piece MJ, as shown in Figure 8, then the main puzzle piece MJ with the second appearance may have skills such as removing puzzle pieces in a horizontal or vertical line within the puzzle area PA, multiplying the score of puzzle pieces removed from the puzzle area PA by n (where n is an integer greater than or equal to 2), or increasing the appearance rate of "bombs" by m (where m is an integer greater than or equal to 2) when a predetermined number of pieces are removed from the puzzle area PA.

[0093] The main puzzle piece MJ of the second appearance may remain in the puzzle area PA until the end of the game. However, it is not limited to this, and the main puzzle piece MJ of the second appearance may remain in the puzzle area PA from the time the transformation conditions are met until a predetermined time has elapsed. In this case, if there is remaining game time when the predetermined time has elapsed from the time the transformation conditions are met, the main puzzle piece MJ of the second appearance will revert to its original appearance, i.e., the main puzzle piece MJ or special puzzle piece SJ of the first appearance before transformation, in the puzzle area PA for the remaining play time. Also in this case, for the remaining play time, the main puzzle piece MJ and special puzzle piece SJ of the first appearance will be newly added to the puzzle area PA, and the main puzzle piece MJ of the second appearance will not be added.

[0094] When the main puzzle piece MJ returns from its second appearance to its original appearance, i.e., the first appearance of the main puzzle piece MJ or special puzzle piece SJ, the time it takes to return to its original appearance may be displayed in the non-puzzle area NPA by the time gauge TG. If the main puzzle piece MJ in its second appearance remains in the puzzle area PA until the end of the game, the time gauge TG may indicate the time from when the transformation condition is met until the end of the game. Also, if the main puzzle piece MJ in its second appearance remains in the puzzle area PA until the end of the game, the time gauge TG does not need to be displayed in the non-puzzle area NPA.

[0095] As explained above, in this embodiment, when the transformation conditions are met during gameplay, the main puzzle piece MJ placed in the puzzle area PA transforms, and the main puzzle piece MJ before transformation is not added to the puzzle area PA. Therefore, the user can obtain a new visual experience while playing the puzzle game. In addition, since the transformed main puzzle piece MJ has different skills than before the transformation, the game progress changes before and after the transformation, which can keep the user engaged and enhance their immersion in the puzzle game.

[0096] The above explains the case where the user selects a transformation puzzle piece as the main puzzle piece (MJ) before the game starts. However, if the user selects a controllable puzzle piece other than the transformation puzzle piece as the main puzzle piece (MJ) from their owned pieces, the appearance of the main puzzle piece (MJ) will not change from the start to the end of the game. Also, as the game progresses, when the skill gauge fills up and the skill activation conditions are met, the skill assigned to the puzzle piece selected as the main puzzle piece (MJ) becomes available to activate.

[0097] [Selection of sub-puzzle pieces] This section describes the sub-puzzle pieces NJ that are placed in the puzzle area PA along with the main puzzle piece MJ and special puzzle piece SJ during gameplay. As mentioned above, when the user selects the main puzzle piece MJ, one or more sub-puzzle pieces NJ (sub-puzzle pieces NJ1 to NJ3 in Figure 6) are automatically selected. In this embodiment, the sub-puzzle pieces are not associated with the main puzzle piece and are randomly selected from among the operational puzzle pieces that have a different appearance from the main puzzle piece MJ and special puzzle piece SJ. The sub-puzzle pieces NJ are selected based on the appearance parameters of the main puzzle piece MJ and special puzzle piece SJ. The appearance parameters are described below.

[0098] Each puzzle piece has associated appearance parameters that indicate its visual characteristics. These appearance parameters represent the color information assigned to each corresponding puzzle piece. The color information indicates the main color of the corresponding puzzle piece. Here, "main color" refers to the color that occupies the largest surface area of ​​the pattern (character) corresponding to the puzzle piece when it is displayed in the puzzle area PA. In other words, the appearance parameters are based on the main color of the corresponding puzzle piece. Therefore, the patterns corresponding to the main puzzle piece MJ, special puzzle piece SJ, and sub-puzzle piece NJ, each having different appearances, have parts displayed in different colors. This allows the user to clearly identify each puzzle piece displayed in the puzzle area PA during gameplay. Such appearance parameters are stored, for example, in association with image data in the game data storage unit 13 of the game processing function 10 shown in Figure 4.

[0099] In this embodiment, the appearance parameter associated with the first appearance (pre-transformation appearance) of the main puzzle piece MJ is designated as the first appearance parameter, the appearance parameter associated with the second appearance (post-transformation appearance) is designated as the second appearance parameter, and the parameter associated with the special puzzle piece SJ is designated as the third appearance parameter. Furthermore, the appearance parameters associated with each of the sub-puzzle pieces NJ1 to NJ3 in Figure 6 are designated as the fourth appearance parameter, fifth appearance parameter, and sixth appearance parameter. In this case, the second appearance parameter is different from the first appearance parameter, the third appearance parameter is different from both the first and second appearance parameters, and the fourth, fifth, and sixth appearance parameters are different from all of the first, second, and third appearance parameters. Also, the fourth, fifth, and sixth appearance parameters are all different from each other.

[0100] The sub-puzzle pieces are automatically selected by the control unit 101 (specifically, the processor included in the control unit 101) of the communication device 100 shown in Figure 2. The process for selecting the sub-puzzle pieces will be explained with reference to Figures 11 and 12. Figures 11 and 12 are flowcharts showing an example of the process for selecting sub-puzzle pieces executed by the control unit 101. The process for selecting sub-puzzle pieces is initiated after the user selects the main puzzle piece.

[0101] As shown in Figure 11, the control unit 101 receives the user's selection of a main puzzle piece MJ and determines whether or not the main puzzle piece MJ is a transformation puzzle piece (S801). If the determination is that the main puzzle piece MJ is a transformation puzzle piece (S801; YES), the control unit 101 determines whether or not there is a special puzzle piece associated with the transformation puzzle piece (S802).

[0102] If the determination results in the existence of a special puzzle piece SJ associated with the transformation puzzle piece (S802; YES), the control unit 101 obtains the first appearance parameter, second appearance parameter, and third appearance parameter, which are the appearance parameters of the transformation puzzle piece MJ (main puzzle piece) and the special puzzle piece SJ (S803).

[0103] The control unit 101 selects a predetermined number (three in this embodiment) of the operation puzzle pieces that have different appearance parameters from the acquired first appearance parameter, second appearance parameter, and third appearance parameter (S804), sets the selected operation puzzle pieces as sub-puzzle pieces (S805), and ends the process for selecting sub-puzzle pieces. If multiple operation puzzle pieces have appearance parameters based on the same main color, process 804 includes the process of randomly selecting one operation puzzle piece from the multiple operation puzzle pieces.

[0104] On the other hand, if the result of the S801 determination is that the main puzzle piece is not a transformation puzzle piece (S801; NO), the control unit 101 obtains the appearance parameters of the main puzzle piece (S806).

[0105] The control unit 101 selects a predetermined number of operation puzzle pieces that have appearance parameters different from the appearance parameters of the acquired main puzzle piece (S807), and proceeds to the process in S805. In the process in S807, the number of operation puzzle pieces selected may be the same as or different from the number of operation puzzle pieces selected in S804, depending on the type of sub-puzzle piece placed in the puzzle area PA during gameplay.

[0106] Furthermore, if the determination in S802 indicates that there is no special puzzle piece associated with the transformation puzzle piece (S802; NO), the control unit 101 acquires the first appearance parameter and the second appearance parameter, which are the appearance parameters of the transformation puzzle piece that is the main puzzle piece MJ, as shown in Figure 12 (S808).

[0107] The control unit 101 selects a predetermined number of operation puzzle pieces that have appearance parameters different from the acquired first appearance parameter and second appearance parameter (S809), and proceeds to the process in S805 shown in Figure 11. In the process in S809, the number of operation puzzle pieces selected may be the same as or different from the number of operation puzzle pieces selected in S804, depending on the type of sub-puzzle piece placed in the puzzle area PA during gameplay.

[0108] The above is an example of the process for automatically selecting sub-puzzle pieces, which is executed by the control unit 101. As described above, in this embodiment, the main puzzle piece MJ selected by the user is a transforming puzzle piece, and a predetermined special puzzle piece SJ is associated with the transforming puzzle piece. Therefore, the puzzle pieces selected as sub-puzzle pieces (sub-puzzle pieces NJ1 to NJ3 in Figure 6) are selected through the processes S801 to S805 shown in Figure 11.

[0109] As a result, in this embodiment, as shown in Figure 6, when "rabbit" is selected as the main puzzle piece MJ, the main puzzle piece MJ corresponding to "rabbit," the special puzzle piece SJ corresponding to the "fire" pattern as a special puzzle piece associated with the puzzle piece corresponding to "rabbit," and the sub-puzzle pieces NJ1~NJ3 corresponding to the characters "raccoon dog," "old man," and "frog" are displayed in the puzzle area PA. In other words, five types of operational puzzle pieces appear within the puzzle area PA. Each of these puzzle pieces has a different appearance.

[0110] As in this embodiment, when a transformation puzzle piece is selected by the user as the main puzzle piece MJ, the appearance parameters of the main puzzle piece MJ before and after transformation, each sub-puzzle piece NJ, and the special puzzle piece SJ do not overlap. On the other hand, when an operation puzzle piece other than a transformation puzzle piece is selected as the main puzzle piece MJ, the appearance parameters of the main puzzle piece MJ and each sub-puzzle piece NJ do not overlap. In this way, by setting appearance parameters for puzzle pieces and selecting sub-puzzle pieces in a way that avoids overlapping appearance parameters rather than using complete randomness, all puzzle pieces placed in the puzzle area PA will have parts that are displayed in different colors. Therefore, it becomes possible to provide a puzzle game that is highly visible and easy to operate.

[0111] [Differentiation] Although embodiments of the present invention have been described above, the present invention is not limited to the embodiments described above and includes various other modifications. For example, the embodiments described above are described in detail to make the present disclosure easier to understand and are not necessarily limited to those having all the configurations described. Furthermore, it is possible to add, delete, or replace some of the configurations of each embodiment with other configurations. Some modifications are described below. The modifications described below can also be applied in combination with each other.

[0112] (Variation 1) In the embodiment described above, the transformation condition was explained as the removal of a predetermined number of special puzzle pieces SJ from the puzzle area PA. However, the transformation condition is not limited to this. In other words, the transformation puzzle piece does not necessarily have to be associated with special puzzle pieces SJ. In this case, the transformation condition for the transformation puzzle piece may be, for example, the number of times the skill of the main puzzle piece MJ in its first appearance (appearance before transformation) is used (activated) reaches a predetermined number of times. Alternatively, the transformation condition may be the elapsed time from the start of the puzzle game. Furthermore, the transformation condition may be the removal of a predetermined sub-puzzle piece from the puzzle area during gameplay, or the tapping of an item added to the puzzle area a predetermined number of times. Here, the item added to the puzzle area is, for example, a "bomb". In this case, the main puzzle piece MJ may transform if the bomb added when a predetermined sub-puzzle piece is removed from the puzzle area is divided i times (where i is any integer).

[0113] Other transformation conditions include, for example, eliminating a predetermined number of any of the control puzzle pieces, including the main puzzle piece MJ, from the puzzle area PA within a predetermined time; eliminating a predetermined number or more of any of the control puzzle pieces at once within a predetermined time from the start of the puzzle game; acquiring a predetermined number of coins; eliminating a predetermined number of control puzzle pieces consecutively over time from the puzzle area PA (achieving a predetermined combo); having j or more of a predetermined puzzle piece (where j is any integer) in the puzzle area PA; and achieving a specific score during gameplay.

[0114] Furthermore, other transformation conditions may include, for example, playing the puzzle game on a specific day of the week or at a specific time on a specific date, achieving a predetermined rank or higher in the weekly rankings of the puzzle game, playing the puzzle game a predetermined number of times in a day, or giving items necessary to play the game to a friend who has been added to the friend list. Such transformation conditions may be applied to the game alone, or they may be applied to the game in combination with the transformation conditions in the embodiments described above.

[0115] (Modification 2) In the above embodiment, when the transformation conditions are met during gameplay and the main puzzle piece MJ transforms, the second appearance of the main puzzle piece MJ added to the puzzle area PA may be displayed in front of the other puzzle pieces (sub-puzzle pieces NJ1-NJ3) from the user's perspective. By displaying the main puzzle piece MJ in front of the sub-puzzle pieces NJ1-NJ3 in the puzzle area PA from the user's perspective, the user can more clearly see the second appearance of the main puzzle piece MJ. Furthermore, when the main puzzle piece MJ transforms, not only the second appearance of the main puzzle piece MJ newly added to the puzzle area PA, but also the second appearance of the main puzzle piece MJ already present in the puzzle area PA may be displayed in front of the sub-puzzle pieces NJ1-NJ3 from the user's perspective.

[0116] (Variation 3) Figure 13 shows an example of a game image GI when the game program is executed. Before the main puzzle piece MJ transforms, a condition fulfillment gauge SG may be displayed in the non-puzzle area NPA during gameplay, indicating the extent to which the transformation conditions have been met at that point, in other words, how much energy has been accumulated to transform the main puzzle piece MJ.

[0117] (Modification 4) In the above embodiment, it was explained that when the main puzzle piece MJ transforms, the transformed main puzzle piece MJ either remains in the puzzle area PA until the end of the game or remains in the puzzle area PA until a predetermined time has elapsed. However, the embodiment is not limited to these, and if the user fails to achieve a predetermined play after the main puzzle piece MJ transforms, the main puzzle piece MJ in its second appearance (transformed appearance) may be configured to revert to the main puzzle piece MJ or special puzzle piece SJ having its first appearance (pre-transformation appearance). For example, if, after the main puzzle piece MJ transforms, the user fails to connect and eliminate a predetermined number or more operational puzzle pieces in the puzzle area PA at once, or to eliminate a predetermined number of operational puzzle pieces from the puzzle area PA in a predetermined time interval, the main puzzle piece MJ may revert from its second appearance to its first appearance or special puzzle piece SJ. Furthermore, if the main puzzle piece MJ has returned to its first appearance, it may transform back into its second appearance if the transformation conditions are met again during gameplay.

[0118] (Variation 5) In the above embodiment, it was explained that sub-puzzle pieces NJ1 to NJ3 are selected based on the appearance parameters of the selected main puzzle piece MJ and special puzzle piece SJ. However, this is not limited to this, and the sub-puzzle pieces may be associated with the main puzzle piece MJ. For example, if multiple operation puzzle pieces are included in the same "set piece", and a puzzle piece included in a given set piece is selected as the main puzzle piece, other puzzle pieces included in the "set piece" of the selected main puzzle piece may be set as sub-puzzle pieces.

[0119] (Experimental variation 6) In the above embodiment, the appearance parameters (second appearance parameters) of the main puzzle piece MJ in the second appearance (appearance after transformation) are different from the appearance parameters (first appearance parameters) of the main puzzle piece MJ in the first appearance (appearance before transformation), the appearance parameters (fourth to sixth appearance parameters) of the sub-puzzle pieces NJ1 to NJ3, and the appearance parameters (third appearance parameters) of the special puzzle piece SJ. However, the second appearance parameters only need to be different from the appearance parameters (fourth to sixth appearance parameters) of the sub-puzzle pieces NJ1 to NJ3 that are displayed together with the main puzzle piece MJ in the second appearance in the puzzle area PA. In other words, the main puzzle piece MJ in the second appearance only needs to have an appearance that the user can distinguish from the sub-puzzle pieces NJ1 to NJ3. Therefore, the second appearance parameter may be the same as the appearance parameter (first appearance parameter) of the main puzzle piece MJ having the first appearance (appearance before transformation) or the appearance parameter (third appearance parameter) of the special puzzle piece SJ, which is not displayed in the puzzle area PA along with the main puzzle piece MJ of the second appearance.

[0120] (Example 7) In the embodiment described above, an example was explained in which the control unit 101 of the communication device 100 executes the game progression processing when the puzzle game is played. However, the game progression processing is not limited to this example, and the control unit 501 of the server 500 may also execute it. In this case, the control unit 101 of the communication device 100 may execute the acquisition of game operations by the user and the execution of the display control of the game image GI, while the control unit 501 of the server 500 may execute other game progression processing. Another example is that the game progression processing can be executed as distributed processing between the communication device 100 and the server 500.

[0121] (Variation 8) In the embodiments described above, it was explained that one appearance parameter based on the main color is associated with one puzzle piece. However, one puzzle piece may be associated with one or more appearance parameters. For example, if a puzzle piece has one or more main colors, then one or more appearance parameters may be associated with that puzzle piece. Furthermore, in addition to appearance parameters based on the main color, an appearance parameter based on another color, for example, the color that occupies the second largest surface area of ​​the pattern (character) corresponding to the puzzle piece when the puzzle piece is displayed in the puzzle area PA, may also be associated with the puzzle piece. In this case, for example, in the process of selecting the sub-puzzle piece NJ in the embodiments described above, if there are multiple operational puzzle pieces that have the same appearance parameter based on the same main color as candidates for one type of sub-puzzle piece, then the sub-puzzle piece NJ may be selected from operational puzzle pieces whose appearance parameters based on another color, in addition to the appearance parameters based on the main color of the multiple operational puzzle pieces, do not overlap with the appearance parameters associated with the main puzzle piece MJ and the special puzzle piece SJ. This further improves the visibility of the sub-puzzle piece NJ and the other puzzle pieces.

[0122] Furthermore, if multiple appearance parameters are associated with a single operation puzzle piece, in the process of selecting a sub-puzzle piece NJ, if any one of the appearance parameters associated with the operation puzzle piece is different from any of the appearance parameters associated with the main puzzle piece MJ and the special puzzle piece SJ, the operation puzzle piece may be selected as a sub-puzzle piece. In other words, even if one appearance parameter is common to multiple operation puzzle pieces that will be placed in the puzzle area PA during gameplay, it is sufficient as long as the other appearance parameters do not overlap.

[0123] (Extreme variation 9) In the embodiment described above, a single transformation puzzle piece has a first appearance before transformation and a second appearance after transformation. However, the embodiment is not limited to this, and a transformation puzzle piece may include a first transformation puzzle piece before transformation and a second transformation puzzle piece after transformation. The first transformation puzzle piece and the second transformation puzzle piece are different puzzle pieces and have different appearances. The second transformation puzzle piece is associated with the first transformation puzzle piece, and when the first transformation puzzle piece is selected by the user as the main puzzle piece MJ, the second transformation puzzle piece is automatically set as the transformed puzzle piece of the first transformation puzzle piece. Similar to the embodiment described above, when the transformation condition is met during gameplay, the first transformation puzzle piece changes into the second transformation puzzle piece in the puzzle area PA. Also, when the transformation condition is met, the second transformation puzzle piece is added to the puzzle area PA instead of the first transformation puzzle piece. Once the transformation condition is met, the second transformation puzzle piece may remain in the puzzle area PA until the end of the game, and may revert back to the first transformation puzzle piece after a predetermined time has elapsed.

[0124] Any effects or benefits other than those brought about by the embodiments and modifications described above, if they are clear from the description herein or easily predictable to a person skilled in the art, are naturally considered to be brought about by this disclosure. [Explanation of Symbols]

[0125] 10...Game processing function, 11...Game operation acquisition unit, 12...Setting data reception unit, 13...Game data storage unit, 14...Game processing execution unit, 15...Status data transmission unit, 16...Display data generation unit, 17...Display data output unit, 50...Game processing function, 51...Status data reception unit, 52...Game data storage unit, 53...Game processing execution unit, 54...Setting data transmission unit, 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, 10 9...Sound input / output unit, 110...Notification unit, 310...Interface area, 320...Selection area, 330...Confirmation area, 331...Selected image display area, 332...Explanation area, 500...Server, 501...Control unit, 502...Storage unit, 503...Communication unit, 1000...Communication system, NW...Network, GI...Game image, PA...Puzzle area, NPA...Non-puzzle area, SM...Skill meter, GS...Game setting switch, SD...Score display area, SS...Selection screen, NJ...Normal puzzle piece, SJ...Special puzzle piece, TG...Time gauge, SG...Condition achievement gauge

Claims

1. A game program that provides a puzzle game in which, when a user removes a puzzle piece from a puzzle area in which multiple puzzle pieces are provided, a new puzzle piece is added to the puzzle area, When predetermined conditions are met, the first puzzle piece placed in the puzzle area is changed from its first appearance to a second appearance different from the first appearance. After the first puzzle piece is changed to the second appearance, a new puzzle piece is added to the puzzle area, which includes the first puzzle piece with the second appearance. Have the computer do this, The first puzzle piece is selected by the user from among the pieces the user possesses, to be placed in the puzzle area. The predetermined condition is to remove a predetermined number of second puzzle pieces other than the first puzzle piece from among the multiple puzzle pieces displayed in the puzzle area, in a game program.

2. The game program according to claim 1, wherein the second puzzle piece is associated with the first puzzle piece.

3. The game program according to claim 1, further causing the computer to change the first puzzle piece from its first appearance to its second appearance, and to change the second puzzle piece to the first puzzle piece having its second appearance.

4. The game program according to claim 3, further causing the computer to not add the second puzzle piece to the puzzle area after the first puzzle piece has been changed to the second appearance.

5. The game program according to claim 1, further comprising causing the computer to determine, before the start of the puzzle game, other puzzle pieces from the plurality of puzzle pieces other than the first puzzle piece and the second puzzle piece, in accordance with the first puzzle piece selected by the user.

6. Each of the aforementioned puzzle pieces is associated with an appearance parameter that indicates its external characteristics. The first appearance parameter associated with the first puzzle piece of the first appearance differs from the second appearance parameter associated with the first puzzle piece of the second appearance, The third appearance parameter associated with the second puzzle piece differs from the first and second appearance parameters, The game program according to claim 5, wherein the appearance parameters associated with other puzzle pieces other than the first puzzle piece and the second puzzle piece are different from the first appearance parameter, the second appearance parameter and the third appearance parameter.

7. The game program according to claim 6, wherein the appearance parameter associated with each of the plurality of puzzle pieces indicates color information assigned to the corresponding puzzle piece.

8. The game program according to claim 1, wherein the first puzzle piece having a second appearance is associated with different capabilities than the first puzzle piece having a first appearance.

9. The game program according to claim 1, further causing the computer to display the first puzzle piece of the second appearance, which has been added to the puzzle area, in front of other puzzle pieces of the second appearance that are displayed in the puzzle area, as seen from the user's perspective.

10. A game program that provides a puzzle game in which, as multiple puzzle pieces are removed from a puzzle area by user operation, new puzzle pieces are added to the puzzle area, When predetermined conditions are met, the first puzzle piece placed in the puzzle area is replaced with a second puzzle piece having a different appearance from the first puzzle piece. After replacing the first puzzle piece with the second puzzle piece, a new puzzle piece including the second puzzle piece is added to the puzzle area. Have the computer do this, The first puzzle piece is selected by the user from among the pieces the user possesses, to be placed in the puzzle area. The predetermined condition is a game program in which a predetermined number of puzzle pieces other than the first puzzle piece are removed from among the multiple puzzle pieces displayed in the puzzle area.

11. A memory for storing the game program described in any one of claims 1 to 10, A processor that executes the game program stored in the aforementioned memory, An information device equipped with the following features.

Citation Information

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