U.S. patent application number 15/270045 was filed with the patent office on 2017-01-12 for method for implementing a computer game.
The applicant listed for this patent is KING.COM LIMITED. Invention is credited to Sebastian KNUTSSON.
Application Number | 20170007920 15/270045 |
Document ID | / |
Family ID | 50277665 |
Filed Date | 2017-01-12 |
United States Patent
Application |
20170007920 |
Kind Code |
A1 |
KNUTSSON; Sebastian |
January 12, 2017 |
METHOD FOR IMPLEMENTING A COMPUTER GAME
Abstract
A method, implemented as computer code being executed by one or
more processors, in which computer game graphics for a casual,
social game are shown on a display of a computing device, where the
casual, social game is downloaded as an app to a smartphone and/or
tablet computer and can be accessed or played using a social
network application or environment; and in which one or more of the
processors are programmed such that: a notification is
automatically generated if a player is stuck at a level for more
than a defined time or after more than a defined number of attempts
to pass that level, the notification alerting friends of the player
so that they can assist him or her.
Inventors: |
KNUTSSON; Sebastian;
(Stockholm, SE) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
KING.COM LIMITED |
St. Julians |
|
MT |
|
|
Family ID: |
50277665 |
Appl. No.: |
15/270045 |
Filed: |
September 20, 2016 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14029513 |
Sep 17, 2013 |
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15270045 |
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61701907 |
Sep 17, 2012 |
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61811019 |
Apr 11, 2013 |
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61818702 |
May 2, 2013 |
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61827298 |
May 24, 2013 |
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61832348 |
Jun 7, 2013 |
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61832355 |
Jun 7, 2013 |
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61832359 |
Jun 7, 2013 |
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61832362 |
Jun 7, 2013 |
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61832364 |
Jun 7, 2013 |
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61832369 |
Jun 7, 2013 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/537 20140902;
A63F 13/428 20140902; A63F 13/63 20140902; A63F 13/25 20140902;
A63F 13/822 20140902; G06F 9/44 20130101; G07F 17/32 20130101; A63F
13/40 20140902; A63F 13/335 20140902; A63F 13/35 20140902; A63F
13/46 20140902; A63F 13/92 20140902; A63F 13/2145 20140902; A63F
13/75 20140902; A63F 13/79 20140902; A63B 71/06 20130101; A63F
13/80 20140902; A63F 13/30 20140902; G07F 17/3274 20130101; A63F
13/00 20130101 |
International
Class: |
A63F 13/2145 20060101
A63F013/2145; A63F 13/537 20060101 A63F013/537; A63F 13/822
20060101 A63F013/822; A63F 13/92 20060101 A63F013/92; A63F 13/335
20060101 A63F013/335; A63F 13/25 20060101 A63F013/25; A63F 13/46
20060101 A63F013/46 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 6, 2013 |
GB |
1302121.7 |
Feb 19, 2013 |
GB |
1302910.3 |
Mar 12, 2013 |
GB |
1304442.5 |
Mar 12, 2013 |
GB |
1304444.1 |
Mar 13, 2013 |
GB |
1304545.5 |
Apr 4, 2013 |
GB |
1306117.1 |
Apr 4, 2013 |
GB |
1306118.9 |
Jun 13, 2013 |
GB |
1310589.5 |
Jun 13, 2013 |
GB |
1310592.9 |
Jun 21, 2013 |
GB |
1311119.0 |
Aug 7, 2013 |
GB |
1314147.8 |
Sep 10, 2013 |
GB |
1316045.2 |
Claims
1. A computing device adapted to play a computer game, the device
including a processor, a memory, a display configured to display a
game board of the computer game, a touch screen or a cursor based
input device, and computer code stored in device memory and
executable by the device processor to perform the steps of:
controlling the display to show a set of interactive game objects
on the game board, at least some of which are configured to change
position in response to user input to define a move where one or
more move conditions are satisfied; determining that a predefined
period of inactivity has elapsed without a move being made; and in
response to determining that the predefined period of inactivity
has elapsed, controlling the display to indicate one or more of the
interactive game objects that may change position to provide a
possible move, satisfying said one or more conditions.
2. A computing device as claimed in claim 1, wherein each game
object of the set of interactive game objects has one or more
visual characteristics, and the step of indicating the one or more
of the interactive game objects comprises displaying at least some
of the one or more of the interactive game objects with modified
visual characteristics.
3. A computing device as claimed in claim 2, wherein the step of
displaying at least some of the one or more of the interactive game
objects with modified visual characteristics comprises a
brightening and enlarging of the at least some of the one or more
of the interactive game objects.
4. A computing device as claimed in claim 1, wherein the one or
more conditions comprise a first subset of the set of interactive
game objects satisfying a match condition following the move.
5. A computing device as claimed in claim 4, wherein the computer
code is executable by the device processor to perform the further
step of: receiving user input via the touch screen or cursor based
input device, and in response to said input, controlling the
display to show a switch in positions between one of the one or
more of the interactive game objects and a further game object,
resulting in the first subset satisfying the match condition.
6. A computing device as claimed in claim 4, wherein the computer
code is executable by the device processor to perform the further
step of: controlling the display to show, in response to the first
subset satisfying the match condition, the first subset being
removed from the gameboard.
7. A computing device as claimed in claim 4, wherein the match
condition is satisfied if: the first subset of game objects have
one or more visual characteristics in common; and the first subset
comprises three or more game objects that are arranged in a line on
the game board.
8. A computing device as claimed in claim 4, wherein the first
subset consists of the one or more of the interactive game
objects.
9. A computing device as claimed in claim 1, wherein when a move is
made in response to user input, two game objects of the set of game
objects are configured to switch positions.
10. A computing device as claimed in claim 9, wherein a switch in
positions between two game objects only occurs if a resulting
configuration of the set of interactive game objects comprises a
subset of game objects which satisfy a match condition.
11. A computing device as claimed in claim 10, wherein a switch in
positions between two game objects when a move is made, only occurs
if said two game objects are adjacent to one another.
12. A computing device as claimed in claim 11, wherein the computer
code is executable by the device processor to perform the further
steps of: determining that there is no possible switch in positions
between two game objects which will create the resulting
configuration comprising a subset of game objects which satisfy a
match condition, and in response, controlling the display to show
at least some of the interactive game objects being reshuffled to
new positions on the game board.
13. A computer implemented method for controlling a display of a
computer device adapted to play a computer game, the device
including a processor, a memory, a touch screen or a cursor based
input device, the method comprising executing on the processor the
steps of: controlling the display to show a set of interactive game
objects on the game board, at least some of which are configured to
change position in response to user input to define a move where
one or more move conditions are satisfied determining that a
predefined period of inactivity has elapsed without a move being
made; and in response to determining that the predefined period of
inactivity has elapsed, controlling the display to indicate one or
more of the interactive game objects that may change position to
provide a possible move, satisfying said one or more
conditions.
14. A non-transitory computer readable medium encoded with
instructions which, when executed by a processor of a computer
device comprising a touch screen or a cursor based input device,
perform a method for controlling a display of the computer device,
the method comprising: controlling the display to show a set of
interactive game objects on the game board, at least some of which
are configured to change position in response to user input to
define a move where one or more move conditions are satisfied
determining that a predefined period of inactivity has elapsed
without a move being made; and in response to determining that the
predefined period of inactivity has elapsed, controlling the
display to indicate one or more of the interactive game objects
that may change position to provide a possible move, satisfying
said one or more conditions.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. application Ser.
No. 14/029,513, filed Sep. 17, 2013, which is based on, and claims
priority to U.S. Provisional Application No. 61/701,907, filed Sep.
17, 2012; UK Application No. 1302121.7, filed Feb. 6, 2013; UK
Application No. 1302910.3, filed Feb. 19, 2013; UK Application No.
1304442.5, filed Mar. 12, 2013; UK Application No. 1304444.1, filed
Mar. 12, 2013; UK Application No. 1304545.5, filed Mar. 13, 2013;
UK Application No. 1306117.1, filed Apr. 4, 2013; UK Application
No. 1306118.9, filed Apr. 4, 2013; U.S. Provisional Application No.
61/811,019, filed Apr. 11, 2013; U.S. Provisional Application No.
61/818,702, filed May 2, 2013; U.S. Provisional Application No.
61/827,298, filed May 24, 2013; U.S. Provisional Application No.
61/832,348, filed Jun. 7, 2013; U.S. Provisional Application No.
61/832,355, filed Jun. 7, 2013; U.S. Provisional Application No.
61/832,359, filed Jun. 7, 2013; U.S. Provisional Application No.
61/832,362, filed Jun. 7, 2013; U.S. Provisional Application No.
61/832,364, filed Jun. 7, 2013; U.S. Provisional Application No.
61/832,369, filed Jun. 7, 2013; UK Application No. 1310589.5, filed
Jun. 13, 2013; UK Application No. 1310592.9, filed Jun. 13, 2013;
UK Application No. 1311119.0, filed Jun. 21, 2013; UK Application
No. 1314147.8, filed Aug. 7, 2013; and UK Application No.
1316045.2, filed Sep. 10, 2013, the entire contents of each of
which being fully incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] Field of the Invention
[0003] The inventions related to casual social games.
[0004] Technical Background
[0005] Computer implemented games is a well known category of games
that allow a player to interact with a computing device to cause
the processor to perform certain calculations and typically display
a result on a screen or other display device.
[0006] Different types of games have evolved from classical arcade
games in to games that can be played on a handheld device such as a
smartphone or personal computer. Some games are also connected to
the Internet and the player can play against or compare score with
other users in multiplayer mode.
[0007] There are multiple technical challenges facing the designer
of computer-implemented games to create a fun and compelling game.
Three of these challenges can be broadly categorised into the
following areas: `engagement`; `viralisation` and
`monetisation`.
[0008] We will look first at `engagement`, which involves designing
gameplay to be engaging and rewarding to players. This typically
requires games to be easily understood at their simplest or
introductory levels, providing rewarding gameplay with quite simple
game mechanics, but becoming progressively more challenging so that
players are not bored, but remain engaged and develop rewarding
skills. Effective engagement requires various forms of feedback to
reinforce players' sense of success and accomplishment. Effective
engagement can be greatly magnified if the game has as social
aspect--for example if it is linked to a social network so that
game players can interact with their friends in the social network.
The game can then transform into something that goes far beyond a
solo game experience and become more like a shared journey.
[0009] `Viralisation` requires a game to include various techniques
that encourage players to share the game with others, encouraging
them to play the game. It is a key technique in enabling mass-scale
distribution or penetration of games. Viralisation can be
especially effective when the game is integrated into a social
network environment in some manner, so that the game can then
propagate through the network of player's friends, and their
friends and so on.
[0010] `Monetisation` covers those techniques that enable revenue
to be generated from a game; this involves many challenges, because
the monetisation techniques need to be acceptable to players and in
no way undermine engagement.
[0011] A successful and original game will require a team of game
designers to solve complex problems of engagement, viralisation and
monetisation; this can take many months of skilled work and, not
infrequently, a great deal of trial-and-error testing of new ideas,
functions and game mechanics before a game successfully combines
all these elements into a new experience.
[0012] A `match-3 game` is a type of casual puzzle game where the
player is required to find patterns on a seemingly chaotic board.
The player then has to match three or more of the same type of game
element on the game board and those matched elements will then
disappear.
[0013] One variant of casual games are the so called `clicker`
games where the player can click on a group of adjacent game
elements of a certain type and those will then be removed. Some
clicker games only require two adjacent objects to remove those
elements if clicked by the user.
[0014] Another type of match-3 games are the so called `switcher`
games where the player switches place on two adjacent game elements
on the game board so that one or both of them create a chain of at
least three adjacent game elements of the same type. Those matched
game elements will then disappear. In a typical switcher game the
game board will be repopulated with game objects from the top of
the board with the physics of the game board being that the game
pieces are falling downwards on the board.
[0015] Another type of match-3 game are the so called `shooter`
games where the player launches for instance a ball or bubble on to
the game board tying to aim at groups of similar game elements
already on the game board. If the launched ball hits or forms a
group of more than 3 similar game elements then that group of game
elements are removed for the game board. In a typical shooter game
the physics of the game board being that the game pieces are
falling downwards on the board.
[0016] This patent specification describes not only various ideas
and functions, but also their creative expression. A portion of the
disclosure of this patent document therefore contains material to
which a claim for copyright is made and notice is hereby given:
Copyright King.com Limited 2012 and 2013 (pursuant to 17 U.S.C.
401). A claim to copyright protection is made to all screen shots,
icons, look and feel and all other protectable expression
associated with the games illustrated and described in this patent
specification.
[0017] The copyright owner has no objection to the facsimile
reproduction by anyone of the patent document or the patent
disclosure, as it appears in the Patent and Trademark Office patent
file or records, but reserves all other copyright rights
whatsoever. No express or implied license under any copyright
whatsoever is therefore granted.
DISCUSSION OF RELATED ART
[0018] Casual social games have been implemented before and are
known. However previous inventions have not successfully devised
effective solutions to one or more of engagement, viralisation and
monetisation in the same way as the present invention does.
SUMMARY OF THE INVENTION
[0019] A first aspect is:
[0020] A method, implemented as computer code being executed by one
or more processors, in which computer game graphics for a casual,
social game are shown on a display of a computing device, where the
casual, social game is downloaded as an app to a smartphone and/or
tablet computer and can be accessed or played using a social
network application or environment; and in which one or more of the
processors are programmed such that: [0021] a notification is
automatically generated if a player is stuck at a level for more
than a defined time or after more than a defined number of attempts
to pass that level, the notification alerting friends of the player
so that they can assist him or her.
[0022] Any one or more of the following optional features may be
included, resulting in a method: [0023] in which one or more
processors are programmed to display computer game graphics showing
a gameboard with multiple game elements that are removed when
matched or switched, such as in a match-3, clicker or switcher game
[0024] in which the notification is a message sent automatically to
a friend of the player [0025] in which the notification has to be
manually opened by a friend of the player to be read [0026] in
which some or all game levels are untimed, eliminating any time
pressure; [0027] in which the game is a casual, social game and
some or all levels have a true fail, to enable monetization through
purchasing extra moves [0028] in which there is a continuous
musical soundtrack, such as a waltz, that plays during gameplay
[0029] in which the game generates and displays congratulatory
messages when the player scores more than a predefined amount, or
matches more than a predefined number of game elements, in a single
move [0030] in which there is an algorithm for automatically
detecting when there are no possible moves left. [0031] in which
there is an algorithm for re-shuffling the elements on the game
board. [0032] in which a processor generates, if no move has been
made for a while, help or hints by brightening and enlarging game
elements used in a possible move on the board with a flashing
animation [0033] in which a processor is programmed to require a
player to reach a target score before running out of moves in order
to complete a level successfully, but completing the level is not
timed. [0034] in which a processor is programmed to automatically
replenish a life for a player in 30 minutes [0035] in which a
processor is programmed so that, if a player finishes a level in
under the target number of moves, the random game elements on the
game board are triggered and give the player bonus points [0036] in
which a processor is programmed so that, if a level is finished
with moves left, those moves are converted to special game elements
that trigger for extra bonus points [0037] in which a processor is
programmed so that the game generates and displays congratulatory
messages when the player scores more than a predefined amount, or
matches more than a predefined number of game elements, in a single
move [0038] in which a processor is programmed so that the player
can ask his friends for lives [0039] in which a processor is
programmed so that the player can ask his friends for other help
[0040] in which a processor is programmed so that the game can be
synchronized between different devices [0041] in which a processor
is programmed so that the player can send gifts to friends [0042]
in which a processor is programmed so that a player can seamlessly
stop and re-start playing the game at any time since game state
information is stored, e.g. remotely and/or on the playing device
[0043] in which social network friends are prompted to assist
another player if that other player has played, but not completed,
a level meeting a certain criteria [0044] in which every change in
the game state, such as every move of a game piece by the user, and
every consequential change in every game piece on the game board,
is accompanied by sound and visual feedback to provide immediate,
positive gratification to the player. [0045] in which game state
information is preserved, enabling a remote server system to
identify a player and all aspects of the state of the game they are
playing, so that the player can end game play on one device and
resume from a different device at a later time at exactly the same
state. [0046] in which the different device can be a different type
of device, so that the player can move seamlessly between playing
the game on a smartphone and on a tablet [0047] in which the remote
server system can identify a player because that player has
accessed the game through a social network [0048] in which the
processor is programmed to show a virtual path or other virtual
world that indicates the level reached by the player and that
player's social network friends; [0049] in which the game is a
casual, social game, namely a game that can be downloaded as an app
to a smartphone and/or tablet computer and which can be accessed or
played using a social network application or environment.
[0050] A second aspect is:
[0051] A computing device adapted to play a computer game, the
device including a processor, a memory, a display, a touch screen
or a cursor based input device, and computer code stored in device
memory or on a remote server and executable by the device processor
or a remote processor, and in which the computer code generates
computer game graphics for the display on the device; and in which
one or more processors are programmed such that:
[0052] a notification is automatically generated if a player is
stuck at a level for more than a defined time or after more than a
defined number of attempts to pass that level, the notification
alerting friends of the player so that they can assist him or
her.
[0053] A third aspect is:
[0054] A non-transitory computer readable medium encoded with
instructions for controlling a computer system to display a game on
a display; and in which the instructions running on the
processor(s) are such that:
[0055] a notification is automatically generated if a player is
stuck at a level for more than a defined time or after more than a
defined number of attempts to pass that level, the notification
alerting friends of the player so that they can assist him or
her.
BRIEF DESCRIPTION OF THE DRAWINGS
[0056] FIG. 1 shows one implementation of a level.
[0057] FIG. 2 shows one implementation of a level.
[0058] FIG. 3 shows one implementation of a map view.
[0059] FIG. 4 shows one implementation of a virtual map.
[0060] FIG. 5 shows one implementation of a game board's shape
within a 9.times.9 square grid.
[0061] FIG. 6 shows a second implementation of a game board's shape
within a 9.times.9 square grid.
[0062] FIG. 7 shows one implementation of a level where the goal is
to reach a set score before running out of moves.
[0063] FIG. 8 shows an example of a timed level.
[0064] FIG. 9 shows one implementation of an Ingredients level.
[0065] FIG. 10 shows one implementation of an Ingredients
level.
[0066] FIG. 11 shows one implementation of a level with the goal to
clear all Jelly and reaching a certain target score.
[0067] FIG. 12 shows one implementation of an Order level.
[0068] FIG. 13 shows one implementation on how to visualise
hints.
[0069] FIG. 14 shows one implementation's possible matching
patterns.
[0070] FIG. 15 shows some examples from one implementation's game
elements.
[0071] FIG. 16 shows one implementation of different outcomes when
making matches.
[0072] FIG. 17 shows one implementation's six different Wrapped
candies.
[0073] FIG. 18 shows the triggering of a Wrapped candy its
explosion.
[0074] FIG. 19 shows how to create a Colour bomb.
[0075] FIG. 20 shows a triggered Colour bomb element.
[0076] FIG. 21 shows an example of some special candies.
[0077] FIG. 22 shows the triggering of a Lucky candy.
[0078] FIG. 23 shows one implementation where game elements have
gone through a teleporter.
[0079] FIG. 24 shows one implementation of animations from special
game elements.
[0080] FIG. 25 shows one implementation of two wrapped candies and
their combined explosion.
[0081] FIG. 26 shows the effect of a Striped candy and a Colour
bomb combined.
[0082] FIG. 27 shows the animation and effect of two matched Colour
Bombs.
[0083] FIG. 28 shows a cross section of the game board and on what
layers blockers are placed.
[0084] FIG. 29 shows one implementation of the various blockers in
the game.
[0085] FIG. 30 shows one implementation of the Coconut wheel.
[0086] FIG. 31 shows the activation and use of a coconut wheel.
[0087] FIG. 32 shows one implementation of the Lollipop
booster.
[0088] FIG. 33 shows one implementation when using the Free Switch
booster.
[0089] FIG. 34 shows one implementation when using the Sweet Teeth
booster.
[0090] FIG. 35 Shows one implementation of the Bubble-gum Troll
booster.
[0091] FIG. 36 shows one implementation of the different stages of
the Bubble-gum Troll booster.
[0092] FIG. 37 shows one implementation where the player can ask or
pay for lives.
[0093] FIG. 38 shows one implementation of the shop's Charms
section.
[0094] FIG. 39 shows one implementation of the shop's presents
section.
[0095] FIG. 40 shows one implementation of the tutorial.
[0096] FIG. 41 shows one implementation of a typical game board
layout.
[0097] FIG. 42 shows an alternative implementation of the flow of
falling game elements.
[0098] FIG. 43 shows an alternative implementation of the flow of
falling game elements.
[0099] FIG. 44 shows one implementation of a pre-level screen.
[0100] FIG. 45 shows one implementation of a pre-level screen for
an already completed level.
[0101] FIG. 46 shows one implementation of a mobile version
pre-level screen.
[0102] FIG. 47 shows one implementation of a post-level screen.
[0103] FIG. 48 shows one implementation of a post-level screen.
[0104] FIG. 49 shows one implementation when a friend has been
beaten.
[0105] FIG. 50 shows one implementation of sharing information.
[0106] FIG. 51 shows one implementation of a mobile version
post-level screen.
[0107] FIG. 52 shows one implementation of the screen when a level
has been failed.
[0108] FIG. 53 shows one implementation of an updating the service
message.
[0109] FIG. 54 shows one implementation of a virtual map.
[0110] FIG. 55 shows one implementation of a map.
[0111] FIG. 56 shows the navigator hidden.
[0112] FIG. 57 shows the navigator expanded.
[0113] FIG. 58 shows one implementation with the navigator hidden
in a map view.
[0114] FIG. 59 shows one implementation of the navigator.
[0115] FIG. 60 shows one implementation where the player has jumped
to another part of the map.
[0116] FIG. 61 shows one implementation with clouds indicating
there is more to be seen.
[0117] FIG. 62 shows one implementation with an arrow point up both
on the map and the navigator.
[0118] FIG. 63 shows one implementation where the navigator has
reached the end of the map.
[0119] FIG. 64 shows one implementation when the home button has
been pressed.
[0120] FIG. 65 shows an alternative implementation of the navigator
with filters and multiple choices.
[0121] FIG. 66 shows how to zoom out on a touch screen device.
[0122] FIG. 67 shows how to zoom in on a touch screen device.
[0123] FIG. 68 shows one implementation when sending lives to
friends.
[0124] FIG. 69 shows one implementation of received gifts and
messages.
[0125] FIG. 70 shows one implementation for a mobile version of a
message list.
[0126] FIG. 71 shows one implementation of friends' progress and
the option to send extra moves.
[0127] FIG. 72 shows one implementation where the game prompts the
player to send help to friends.
[0128] FIG. 73 shows one implementation of an in-game animation
connected to a certain game episode.
[0129] FIG. 74 shows friends that are playing the game.
[0130] FIG. 75 shows all friends.
[0131] FIG. 76 shows the third tab with social network friends that
have received requests or invites.
[0132] FIG. 77 shows one implementation of indication when a button
has been pressed.
[0133] FIG. 78 shows one implementation where a game element has
been clicked.
[0134] FIG. 79 shows examples of animations when removing or
triggering various game elements.
[0135] FIG. 80 shows one implementation of a synchronization
indicator.
[0136] FIG. 81 shows different ways of implementing a score meter
and the results of other players.
[0137] FIG. 82 shows an animation on a virtual map.
[0138] FIG. 83 Schematic illustration of a computing device.
[0139] FIG. 84--Exemplary environment.
[0140] FIG. 85 shows a collaboration block.
[0141] FIG. 86 shows a collaboration block where the player has
received help from three other players of the game.
[0142] FIG. 87--Collaboration block pop-up showing three available
options for passing; Connecting to Facebook to ask friends, Unlock
now with a purchase, or Play mystery quests.
[0143] FIG. 88--Main page for the Mystery Quests. Quest information
for one level of the Mystery Quest is shown, specifying required
score and which level will be played.
[0144] FIG. 89--Pre-level screen for a mystery quest level.
[0145] FIG. 90--Failing to complete a mystery quest.
[0146] FIG. 91--Post-level screen after completing a Mystery Quest
1.
[0147] FIG. 92--Screen showing the progress of completing all
Mystery Quests.
[0148] FIG. 93 An example of the flow.
[0149] FIG. 94 A typical user flow for using SMS to end a
request.
[0150] FIG. 95 A typical user flow for email.
[0151] FIG. 96 A typical user flow using a micro-blogging service
such as Twitter.
[0152] FIG. 97 Game friend--user experience.
[0153] FIG. 98 Game flow help system.
[0154] FIG. 99 Link recipient behaviour.
[0155] FIG. 100 Help request experience.
[0156] FIG. 101 shows a banner notification..
[0157] FIG. 102 shows an notifications tab in settings.
[0158] FIG. 103 shows notification settings turned off.
[0159] FIG. 104 shows notification settings turned on.
[0160] FIG. 105 shows an alert notification.
DETAILED DESCRIPTION
[0161] The terms user and player are used interchangeably
throughout this document and no specific meaning is intended using
one or the other unless the context suggests otherwise.
[0162] In the following description of various implementations of
the invention, reference is made to the accompanying drawings which
form a part thereof, and in which is shown by way of illustration
various implementations in which the invention may be utilized. It
is to be understood that other implementations may be utilized, and
structural and functional modifications may be made without
departing from the scope of the present invention.
[0163] FIG. 83 shows a schematic picture of a computing device,
containing a Central Processing Unit and Random Access Memory. The
CPU acts according to input given from input devices, such as a
keyboard, mouse or touchscreen. Computer BUSes are used to
communicate, both between input devices and the CPU, but also
between different controllers within the computer device, such as
the graphics controller and the network controller. These
controllers in turn communicate with external devices, such as a
monitor for video output with which the graphics controller
communicates, and the network controller communicates with for
instance the internet, through wireless or wired connections. A
user can interact with the computing device through input devices,
such as a pointing device (e.g. a mouse) and a keyboard.
[0164] FIG. 84 portrays an exemplary overall environment in which
the present invention can be utilized. A virtual game is stored on
for instance a game server 210. The virtual game is to be played on
a client device, such as a computer 240, 250 or a smartphone or
other handheld device 260. The client device can also be a kiosk,
arcade gaming station, smart TV or other device with computing
capabilities, input devices and a screen that can present the game
to a user. The client device communicates with a game server 210
and a social network server 230, for instance through the Internet
220 or other network. It should be understood that the social
network 230 and the game server 210 does not have to be located in
different places, they could be on the same server or on a
plurality of servers located in different locations. An environment
where the invention may be implemented is described in
PCT/EP2013/060641 which is hereby incorporated by reference.
[0165] People skilled in the art will understand that other devices
than the exemplary ones listed can be also be used without
departing from the spirit and scope of the invention.
[0166] The techniques described in this patent can be deployed in
many different gameplay architectures. For example, a computer game
can be implemented as a computer program that is stored and runs
entirely locally on the processor of a PC, games console, tablet or
mobile telephone or other computing device. The game can be
implemented solely as a computer program that is stored and runs
entirely on one of many processors in a remote server, and data
streams or updates are supplied to the client device (e.g. tablet,
smartphone etc.) to enable the client to render and display
graphics and sounds; this `web services` approach is increasingly
common.
[0167] Another approach is a hybrid one, in which back-end servers
handle some elements of the gameplay, and for instance a Java game
applet is provided to client devices and it is the locally running
Java applet that generates the graphics/sounds/user interaction for
gameplay on the player's client device. Some data may be fed back
to the back-end servers to enable scoring, interaction with other
players and cross-platform synchronisation. Generally, the
techniques described in this specification are not specific to any
one game architecture but can be deployed on any suitable game
architecture.
[0168] The game can be implemented allowing a user to interact with
it in different ways depending on the capabilities of the device
which the user is accessing the game with. A user can interact with
the game through using a touch screen where the user can select
and/or move elements on the game board with a finger or for
instance with a stylus. The game can also be played with a pointing
device such as a mouse or other interaction devices such as a
keyboard.
[0169] Mobile devices may have a touch screen interface where the
player can interact with the game using a finger or a pointing
device such as a stylus. Some mobile devices have hard keys that
complement the touch screen interface. Such hard keys may be in the
form of a button or in the form of a joystick type of
interaction.
[0170] Over the course of players playing the game, data will be
produced. This data can for instance be related to a player's game
performance or to game information related to a social network to
which the game is connected. It is possible to gather this data,
store it and make use of it for instance to improve the game. One
example is by using a database to store the amount of times players
try and fail a level on average. This data can then be reviewed,
and if the players seem to fail a substantial amount of times
before completing a level, the difficulty can be adjusted
accordingly. The difficulty can be adjusted through changing a
score target for the level, increasing the available time or moves
or giving the player for instance a booster to enhance the
gameplay.
[0171] There can be certain performance indicators used to measure
the success of the game. These indicators can for instance relate
to player retention, the virality of the game and the revenue of
the game.
[0172] A person skilled in the art will realise that the different
approaches to implementing the game is not exhaustive, what is
described herein are certain preferred embodiments. It is possible
to implement the way in a number of variations without departing
from the spirit or scope of the invention.
[0173] The terms user and player are used interchangeably
throughout this document and no specific meaning is intended using
one or the other unless the context suggests otherwise.
Introduction to the Game
[0174] The following description will describe some implementations
of the inventions described in the document. The examples will be
from the game Candy Crush Saga.TM. by King.TM.. The person skilled
in the art will understand that there are many other ways the
present ideas can be implemented and the description is not limited
to only one implementation.
GLOSSARY/TERMS
[0175] Game board: The area where the matching and swapping of
elements occur.
[0176] Game elements: All elements that appear on the game
board.
[0177] Standard game elements: These are the six basic candies used
for making switches and colour matches on the game board. Compared
to special game elements, the standard game elements have no extra
properties or behaviour, they are only used to make colour
combinations or to create new special game elements.
[0178] Ingredients: Game elements that are included in levels where
one of the goals to complete the level is to bring down ingredient
elements to the bottom of the game board.
[0179] Jelly block: A game element that is placed underneath other
game elements and need one or two matches on top of them to
disappear.
[0180] Special game elements: All elements that appear on the game
board and which have specific behaviours and properties.
[0181] Striped candy: A special candy with a line blast effect
which means it removes one row or one column.
[0182] Line blast: An effect which removes one row or one
column.
[0183] Moves & Score Level: In this game mode you have a
limited number of switches before running out of moves. If you have
not reached the score required to earn at least 1 Star, then you
will fail the level.
[0184] Jelly Level: In this game mode the game board behind the
candy is covered in jelly. Remove the jelly by matching candy on
top of the jelly. If you fail to remove all jelly before running
out of moves then you will fail the level.
[0185] Ingredients Level: In this game mode, ingredients will
appear on the game board. Collect these ingredients by bringing
them to their delivery point. On the side of the board you will see
a recipe of how many ingredients you need to collect. If you do not
bring down all the ingredients before running out of moves then you
will fail the level.
[0186] Time Limited Level: In this game mode there is a time limit.
If you have not reached the score required to earn at least 1 Star
when the time runs out, then you will fail the level.
[0187] Candy Order level: In this game mode, you are tasked with
collecting a number of candies. This is done by removing the wanted
candies. If you have not collected all the wanted candies before
running out of moves then you will fail the level.
[0188] Bomb element: a candy in wrapped paper which removes candies
in a 3.times.3 square area.
[0189] Wrapped candy: a candy in wrapped paper which removes
candies in a 3.times.3 square area.
[0190] Colour Bomb: Removes all candies of the colour it is being
swapped with.
[0191] Booster: Something that enhances the gameplay and that
supports, assists, or increases power or effectiveness.
[0192] Blocker: Special game elements that are unswappable, need 1
or more matches next to them to disappear and are in the way for
falling candies.
[0193] Candy Crush Saga.TM. by the games developer King.TM. is a
game belonging to the match-3 category of games. This means that
the core basic of the game is to match three or more game elements
sharing the same colour with each other. In Candy Crush Saga, these
game elements are implemented as candies. FIG. 1 and FIG. 2 shows
one implementation of the first level in Candy Crush Saga.TM. where
candies have to be matched to complete the level.
[0194] The game has more than 350 different levels and not all of
those levels have the same requirements to be completed. Simply
matching three or more game elements is not enough to complete all
levels in the game but the player has to meet certain goals as
well. These goals could be to reach a certain amount of points
before running out of moves or time; to bring down certain game
elements to the bottom of the screen; to remove a certain amount of
game elements before running out of moves or to collect certain
game elements through specific matches before running out of
moves.
[0195] If the game becomes difficult there are boosters to help the
player pass a level. These can be obtained from in-game purchases
or received as gifts from Facebook friends.
[0196] The game also has a candy land themed map view, FIG. 3
illustrates one implementation of this where the map can be
scrolled up and down. The map view shows what levels have been
completed as well as how many levels are left to play. Throughout
the game and for each level completed, the player journeys across
the map and follows the story of a girl who is journeying through
the candy land. The map is also divided into different areas where
each area has its own candy theme as well as a small story
connected to that area.
[0197] If the player has connected to a social network by entering
login details through a prompt in the game, then friends' progress
from the same network can be viewed on the map by the means of
their portrait next to the highest level they have currently
reached.
[0198] If the player connects to the social network Facebook when
playing the game, then the game will automatically synchronize and
either download or upload the latest changes in the progression of
the game. For example, the player could have played the game on
another computer via Facebook's own platform and if the player then
later decides to play on for example their iPhone, the latest
updates would be sent to this device. As long as the player is
connected to the internet and has logged in to Facebook via the
game, then the game will automatically synchronize and send data to
Facebook, making it possible for the player to play on any
computer, iOS device or Android device without having to start the
game over. This makes the place to play very flexible.
Rules
Basic Moves and Combinations
Moves
[0199] To play Candy Crush Saga, game elements in the shape of
candies are swapped with each other to make moves on a game board.
To gain points the player has to make moves that create matches of
at least three of the same candy. If doing so, the player gains
points and the matched candies are removed, see FIG. 14. As a
result, new candies fall into place from the top of the game board
in order to fill any empty spaces created. For all candies that are
removed on the game board, points are always shown in the same
colour as the candy that was removed, for example three red candies
will show red points, green candies green points and so on. If a
blocker element would be removed then the points shown would be in
the same colour as the candies from the match that removed it.
[0200] Only swapping moves that will create at least one
combination of at least three game elements of the same type are
allowed.
Limited Number of Moves
[0201] A typical game mode of Candy Crush Saga provides the player
with a limited number of moves to reach the level target.
[0202] In some implementations additional moves can be earned by
good gameplay.
The Game Board
[0203] The Candy Crush Saga game board comes in various shapes and
sizes. The maximum size is a grid of 9.times.9 squares but within
those limits the shape and size varies between the levels played
(see FIG. 5 and FIG. 6). This gives more variety to the game
compared to many other games in the match-3 genre where the game
board always looks the same.
Different Goals to Complete Levels
[0204] To add more diversity and make Candy Crush Saga.TM. a more
dynamic game, players have to fulfil different criteria in order to
complete different levels; these are referred to as goals. Each
level always has one or more goals that have to be fulfilled in
order to complete that level.
Reach a Set Score Before Running Out of Moves
[0205] One of Candy Crush Saga's most common goals is to collect a
certain amount of points before running out of moves, FIG. 7
illustrates this. The points are collected through making matching
combinations on the game board. The smarter combinations made, the
more points.
Reach a Set Score Before Running Out of Time
[0206] Candy Crush Saga also has timed levels. The goal that needs
to be fulfilled on these levels is to collect a certain amount of
points before time runs out, see FIG. 8. The smarter combinations
made, the more points.
Bring Down Ingredients
[0207] Some levels are referred to as Ingredients levels. The
Ingredients levels have two goals which need to be fulfilled in
order to complete the level: [0208] The player has to reach a
certain target score before running out of moves. [0209] The player
has to bring down a certain number of so-called ingredients to the
bottom of the game board before running out of moves. When the
ingredients reach the bottom of the game board they disappear and
candies above them take their place. Ingredients are game elements
shaped as fruits or nuts and only exist for this specific goal.
They are not matchable with other game elements but they can be
switched with other game elements.
[0210] FIG. 9 illustrates one implementation of an Ingredients
level. The arrows at the bottom of the game board indicate where
the ingredients (here depicted as cherries and nuts) can fall down.
If there is no arrow at the bottom then the ingredients can not
fall down that way.
[0211] FIG. 10 illustrates another implementation where ingredients
do not always have to fall down at the bottom of the game board may
also fall down higher up, as long as they reach the edge of the
game board and the edge has an ingredients indication arrow.
Clear Jelly
[0212] One of the most frequent set of goals in Candy Crush Saga is
the one used for levels that contain Jelly blocks. Jelly blocks are
game elements that are found underneath other game elements and
need one or two matches on top of them to disappear (See
description elsewhere). The goals that need to be fulfilled on
levels with Jelly blocks are: [0213] Reach target score before
running out of moves (as described elsewhere) [0214] Remove all
jelly blocks before running out of moves
[0215] FIG. 11 illustrates one implementation of a level where the
player has to clear all Jelly blocks as well as reaching a certain
target score in order to complete the level.
Collect Certain Elements
[0216] Another type of level Candy Crush Saga has introduced to
their variety of game modes is a so-called Order level. Order
levels have two goals: [0217] Reach target score before running out
of moves (as described elsewhere). [0218] Collect certain amount of
candies through specific matches as well as achieving hard to make
combos specified on the level played.
[0219] FIG. 12 illustrates a typical order level where in this
example, 20 pieces of three different game elements need to be
collected through matches in order to complete the level. The
target of the level can here be seen on the left side of the
image.
Balance Mode
[0220] In this game mode, players are required to collect an even
amount of two colours of candies to complete the level. The level
goal can be indicated with a scale where the two different types of
candies to be collected are placed on either side. When the count
is unbalanced, one side of a scale starts tipping, the bigger the
difference the faster it tips. If one end touches bottom level has
failed. Score is given to the player based on the number of moves
it takes to collect the required amount of the two colours.
Crescendo Mode
[0221] The goal of this game mode is to light up all squares/cells
on the game board. In some implementations, the requirement to
light up a cell is to combine a candy that is in that cell. In
other implementations, the player has to combine multiple candies
in the same cell before it lights up.
Digging Mode
[0222] In this game mode, players are required to combine candies
in cells adjacent to blockers in order to `dig` down in the level.
When digging, the player can uncover objects that are covered
initially.
Multiple Game Modes
[0223] All of the game modes described herein can also be used in
any combination with one another. For instance, the requirement to
complete one level could be to remove all jelly as well as bringing
down ingredients.
Basic Rules
[0224] How to play
[0225] If the player tries to make a move with two candies in such
a way that no candy will be matched with at least two more of its
own colour, then the move will not be allowed and the player will
have to try to find another move.
[0226] If no moves are possible on the game board then all the
candies are reshuffled so that there will always be at least one
possible move available. If the player can't see or find a move to
make, then the game helps the player by giving a hint. The hint is
displayed after a few seconds of inactivity and is shown by
brightening and magnifying the candies of a possible move in a
flashing animation, see FIG. 13.
Advanced Rule
[0227] Not only the match of 3 candies is allowed but matches of
more candies can also be done; see FIG. 14 for the different
possible match patterns. Matches with more than 3 candies give more
points and is something the player should try and aim for.
Different acceptable matches are: [0228] Match of 3 in a line.
[0229] Match of four in a vertical line. [0230] Match of four in a
horizontal line. [0231] Match of five in a vertical line. [0232]
Match of five in a horizontal line. [0233] Match of five in a
T-shape. [0234] Match of five in an L-shape. [0235] Match of 6 or
more candies in a combination of 4-in-a-row, 5-in-a-row, T- and
L-shapes.
[0236] As can be noticed from the list of possible matches, no
diagonal matches are accepted. Diagonal matches and/or swaps can be
allowed in some implementations of the game.
Combos to Receive Special Elements
[0237] Matches made of four or more candies not only give more
points but also reward the player with special game elements. The
special game elements received from combos have various positive
properties and can be used to gain more points and to easier pass a
level. The elements received from different matches are: [0238]
4-in-a-row: Striped candy [0239] L- or T-shape: Wrapped candy
[0240] 5-in-a-row: Colour bomb
[0241] If a match is made with more than 6 candies, then it is
likely that the combo is a shape merged from 4-in-a-row,
5-in-a-row, L-shape and T-shape. If so, there is a hierarchy of
what kind of special element is received: [0242] If there is a
merge of 4-in-a-row and an L- or T-shape, then the special game
element received will be the same as from an L- or T-shape. L- and
T-shapes give the same special game element. [0243] If there is a
merge of 5-in-a-row and an L- or T-shape, then the special game
element received will be the same as from a 5-in-a-row combo.
How to Trigger Special Elements
[0244] To use the special game elements received from combos there
are two different ways: [0245] Some of the special game elements
are triggered through a standard match with two or more candies of
the same colour as the special game element. [0246] Some of the
special game elements are triggered by swapping place with any
candy regardless if a match-3 is made. Combining Special Elements
with Each Other
[0247] Special game elements received from matches can be combined
with each other for various positive effects affecting the game
board. Striped candies, Wrapped candies and Colour bombs can all be
matched with each other. To trigger these combos they do not need
to be matched by game elements of the same colour but can simply be
swapped with each other for an instant trigger.
Points
[0248] The points given for different combinations and removals of
blocks are: [0249] 3-in-a-row: 60 points [0250] 4-in-a-row: 120
points [0251] 5-in-a-row: 200 points [0252] T-shape: 200 points
[0253] L-shape: 200 points [0254] Break a Jelly block: 1000 points
[0255] Break a Frosting block: 20 points/per block [0256] Break a
Chocolate block: 20 points/per block [0257] Get an ingredient to
the bottom of the screen: 10 000 points [0258] Using a special game
element to remove other game elements: 60 points/per game element
removed
Game Elements
Standard Game Elements
[0259] In Candy Crush Saga there are 6 standard game elements (see
FIG. 15) which all look like candies: [0260] Purple candy in the
shape of a flower [0261] Blue candy in the shape of a sphere [0262]
Green candy in the shape of a square block [0263] Red candy in the
shape of a tilted bean [0264] Yellow candy in the shape of a drop
[0265] Orange candy in the shape of an oval
Special Game Elements
[0266] Special game elements can either be received from special
combos or from an automatic placement on the game board.
Special Game Elements Received from Combos
Striped Candy
How to Generate a Striped Candy
[0267] A Striped candy is given by matching four candies of the
same colour in a horizontal or vertical line.
Looks
[0268] The Striped candies have the same shape and colour as the
standard game elements except for that they have white vertical or
horizontal lines on them, see FIG. 15. The colour and the shape of
the striped candy will be the same as the candies' which were being
matched to create it.
[0269] If the match of four candies is done in a horizontal line
then a candy with vertical lines will be given. If a match of four
candies is done in a vertical line, then a candy with horizontal
lines will be given.
Effect
[0270] Striped candies removes a whole row or column depending on
if it was made from a vertical or horizontal combo. The white lines
on the candy indicates whether it will remove a row or a column. To
trigger a Striped candy it needs to be matched with two more
candies of the same colour.
[0271] Striped candies removes all candies in a row or column also
if the game board is divided up in two or more areas that are not
connected. The player can this way remove candies from areas that
otherwise would be hard or impossible to find combinations in. The
impact of different game board designs are described elsewhere in
this document.
Animation when Used
[0272] When a Striped candy is being triggered, an animation shoots
out of the Striped candy following the row or column which it is
removing. The animation looks something like the candy being
stretched out and turned into lines that shoot out together with a
sparkle effect. For all candies that are being removed, the points
given for each candy will be shown in the same colour as the candy
being removed. See FIG. 16 for an example of triggered horizontal
and vertical striped candies and the animation they come with.
Wrapped Candy
[0273] How to generate a Wrapped candy
[0274] A Wrapped candy is given by having an L- or T-shaped
combination, see FIG. 16.
Looks
[0275] The Wrapped candies have the same shape and colour as
standard game elements but with a wrapping around them, see FIG.
17. The colour and the shape of the Wrapped candy will be the same
as the candies' which were being matched to create it.
Effect
[0276] The Wrapped candy is triggered by matching it with two more
candies of the same colour. The result of the trigger are two
explosions removing candies in a 3.times.3 square around the
Wrapped candy. The first explosion occurs instantly when the
Wrapped candy is being triggered, the second explosion occurs after
all candies from the first explosion have been removed and replaced
with new candies. If the Wrapped candy is at the edge of the game
board an explosion will happen but there is no effect from the part
of the explosion area that is outside of the game board.
Animation when Used
[0277] When a Wrapped candy detonates, an animation with sparkling
effect and light circles is shown with the Wrapped candy in the
centre of the animation, see FIG. 18.
Colour Bomb
How to Generate a Colour Bomb
[0278] A Colour bomb is received when matching five candies in a
vertical or horizontal line, see FIG. 19.
Looks
[0279] The Colour ball looks like a chocolate sweet. A round ball
with multi coloured sprinkles on it.
Effect
[0280] To trigger the Colour bomb it can be swapped with any candy,
no match-3 is necessary.
[0281] When the Colour bomb is triggered, it removes all candies of
the same colour as the candy that was used to trigger it.
Animation when Used
[0282] When the Colour bomb is being used. Blue coloured lightning
bolts shoots out from the colour bomb to all candies that are going
to be removed, see FIG. 20.
Other Special Game Elements
Mystery Candy
How to Generate a Mystery Candy
[0283] Mystery Candies are placed randomly on the game board and do
not need a special combination to appear.
Looks
[0284] The Mystery candies have an oval flattened shape which is
slightly tilted and with a question mark painted onto it, see FIG.
21. The Mystery candy comes in the 6 standard candy colours.
Effect
[0285] To use the mystery candy it needs to be included in a
standard match-3 with candies of the same colour as the Mystery
candy. The Mystery candy will then turn into a random game element
which could have either positive or negative impact for the player.
It could for example turn into a Striped candy or a Colour bomb, or
it could turn into something less fortunate for example a spreading
chocolate block (see description elsewhere) or a bomb that counts
down and explodes to make the player game over.
Animation when Used
[0286] When the Mystery candies are used in a combination they
burst and turn into a random element.
Lucky Candy
How to Generate a Lucky Candy
[0287] Lucky candies are inserted on the game board automatically
when having selected a pre-game booster which specifically adds
Lucky candies to the candy mix on the game board.
Looks
[0288] The Lucky candy looks like a flattened sphere with a white
tick mark painted on top of it, see FIG. 21. The candy comes in all
the 6 standard candy colours.
Effect
[0289] To use the Lucky candy it need to be matched with two more
candies of the same colour. The Lucky candy will then turn into a
random positive game element.
Animation when Used
[0290] When the Lucky candy is being matched it looks like it is
unwrapped and behind the wrap it reveals the new game element, see
FIG. 22.
Fish
How to Generate a Fish
[0291] Fishes are placed on the game board by selecting a pre-game
booster that specifically does so. Further ahead in the game the
Fish can also appear randomly on the game board.
Looks
[0292] The Fish looks like a candy jelly fish, see FIG. 21. It
comes in the same colours as the standard 6 candies.
Effect
[0293] The fish is used by matching it with two more candies of the
same colour. Doing so will trigger 3 fishes to swim into the screen
and remove a total of three random pieces on the game board. If
there are Jelly blocks or other blockers then the game will
prioritize to remove those before removing a candy that stands on
an empty square.
Animation when Used
[0294] When the Fish is used it swims away out of the screen and
then three Fishes swim into the screen, remove one block or candy
each and then disappears. The Fishes appearing are in the same
colour as the fish that was in the combo.
Wrapped Fish
How to Generate a Wrapped Fish
[0295] A Wrapped fish is obtained if switching a Wrapped candy with
a Fish. The Wrapped candy and the Fish do not need to be of the
same colour. Furthermore the Wrapped fish will be triggered
instantly and can not be saved for later use.
Looks
[0296] The Wrapped fish looks like the standard candy Fish but with
a wrapper around it. The Wrapped fish comes in all the 6 standard
candy colours.
Effect
[0297] When the Fish is switched with the Wrapped candy, the effect
of the Wrapped fish is triggered immediately. Three random game
elements will be turned into Wrapped candies which trigger
instantly and explodes two times like the standard Wrapped
candy.
Animation when Used
[0298] The Wrapped fish created from the switch with the Wrapped
candy swims out of view and comes back with two more Wrapped fishes
that swim onto the game board and to the position where the Wrapped
candies will be created. Having reached the position the Wrapped
fishes disappear.
Polka Fish
How to Generate a Polka Fish
[0299] This fish is given when combining a Fish with a Striped
candy. The Striped candy and the Fish do not need to be of the same
colour. Furthermore the Polka fish will be triggered instantly and
can not be saved for later use.
Looks
[0300] The Polka fish looks like a standard candy Fish but with the
same kind of stripes as the Striped candy.
Effect
[0301] The Polka fish turns three random candies into 3 randomly
vertical or horizontal Striped candies which in turn are instantly
triggered and creates 3 line blast effects.
Animation when Used
[0302] In one implementation, as with the standard candy Fish and
the Wrapped Fish, the created Polka fish swims out of view and
returns with two more Polka fishes of the same colour which then
swims to the position of the candies that are to be turned into
triggered line blast elements. Having reached their destination the
Polka fishes disappear.
Polka Dotted Fish
[0303] This fish is acquired by combining a colour bomb with a
fish. The Polka dotted fish is instantly triggered from this
combination and swims out of the screen to bring three new Polka
dotted fishes. The new Polka dotted fishes swim to three random
locations on the game board and turn 1 game element each into a new
Fish. The three new fishes will in turn swim out of the screen and
then bring three new fishes each so that a total of nine new fishes
swim onto the game board to nine random positions on the game board
where they remove one game element each. After this the fishes
disappear. The total effect of the initial trigger of the Polka
dotted fish is that 12 game elements have been removed from the
game board. Furthermore, if there are squares with Jelly blocks on,
the fishes will always go to these first.
Colour Changing Candy
How to Generate a Colour Changing Candy
[0304] These candies are placed automatically on the game board.
They could also be a resulting candy when having used a mystery
candy.
Looks
[0305] Like a standard candy but with a soft glow around it and an
animation of a rainbow passing by over the surface of the
candy.
Effect
[0306] The candy changes between two colours for every switch made
on the game board.
Teleporter
[0307] This is a game element that is automatically placed on a
fixed position on an edge of one of the cells in the game board.
The teleporter will typically be placed on the game board in pairs
where one of the teleporters act as an entry point for candies
falling on the game board across the cell edge where the teleporter
sits. The candy will then be introduced on the game board where the
exit point teleporter sits. So if a candy is normally falling one
way from the top of the game board to the bottom of the game board,
the teleporter can move a candy up the game board again or to
another area of the game board.
[0308] The teleporter does not fall down or take space on the area
where switching is done and it is never included in any colour
combinations.
[0309] FIG. 23 shows one implementation of a level with
teleporters. If game elements on the right side of the game board
would be removed, then game elements from the left side of the game
board will fall through the teleporters located on the bottom left
of the game board and come out of the teleporters located on the
top right of the game board, filling up the emptied space
created.
Jelly Blocks
[0310] Jelly blocks are introduced early in the game and a typical
goal to complete a level is to remove all Jelly blocks on the game
board.
[0311] The Jelly blocks are placed behind candies and are stuck
into place. They can not be swapped and they do not fall down if
candies below them are being removed. To remove a Jelly block a
match has to be made on top of it. Sometimes Jelly blocks consist
of two layers and then they need two matches on top of them to be
removed.
Candy Cannon
[0312] This is a visible game mechanic. In one implementation it
can indicate where liquorice, bombs, and ingredients are set to
appear.
Combining Special Game Elements
[0313] Special game elements can be combined with each other
through a simple switch. Doing so creates powerful effects that
help the player earn more points and to easier pass a level.
[0314] The different combos and effects received are: [0315] Two
Striped candies [0316] Two Wrapped candies [0317] One Striped and
one Wrapped candy [0318] One Wrapped candy and one Colour bomb
[0319] One Striped candy and one Colour bomb [0320] Two Colour
bombs [0321] Fish and Colour bomb
Two Striped Candies
[0322] Combining two Striped candies will trigger two simultaneous
line blasts where one row and one column is removed in a cross
shaped way, see FIG. 24. It does not matter if the Striped candies
combined are horizontal or vertical. The column and row blasts will
be initiated from the position which the moved striped candy has
been moved to.
Two Wrapped Candies
[0323] Swapping any two Wrapped candies with each other will create
a double explosion as with a standard Wrapped candy, the difference
being that the area of effect will be much larger (see FIG. 25) and
remove everything in a 6.times.5 square area or a 5.times.6 square
area depending on if the Wrapped candies are placed next to each
other horizontally or vertically.
One Striped and One Wrapped Candy
[0324] Combining any Striped candy with any Wrapped candy will
trigger 3 horizontal and 3 vertical line blast effects. The result
is three adjacent rows being removed (see FIG. 24) and thereafter
three adjacent columns being removed (see FIG. 24).
One Wrapped Candy and One Colour Bomb
[0325] Combining these two will first remove all candies of the
same colour as the Wrapped candy. After that the Colour bomb will
be triggered a second time and remove all candies of a random
colour.
One Striped Candy and One Colour Bomb
[0326] The combination of these two special candies will turn all
candies of the same colour as the Striped candy into randomly
vertical or horizontal Striped candies which are then instantly
triggered and fills the game board with line blasts. In FIG. 26, a
Colour bomb has been matched with an orange Striped candy, turning
all orange candies into Striped candies which are then
automatically triggered.
Two Colour Bombs
[0327] Combining two Colour bombs will remove all game elements on
the game board except if a game element is a multi-layered blocker
(see description elsewhere). If a game element has more than one
layer then one of those layers will be removed. FIG. 27 displays
one implementation of the animation when two colour bombs have been
combined.
Coconut Wheel and Colour Bomb
[0328] First, all candies which the game board has the most of will
be removed. After those candies have been removed, the Coconut
wheel will roll over the board and every candy it rolls over will
turn into stripes.
Coconut Wheel and Striped Candy
[0329] With this combination, the Coconut wheel will roll over the
board and turn all candies it rolls over into Striped candies that
instantly triggers.
Coconut Wheel and Wrapped Candy
[0330] With this combination, the Coconut wheel turns all candies
that it rolls over into Wrapped candies which are then instantly
triggered and explodes.
Overview of Special Combinations
[0331] Below is an overview of combinations between special game
elements:
TABLE-US-00001 Special Combo impact Striped Bomb Colour Bomb
Swedish fish Swims away and triggers Swims away and triggers 5
Turns all 5 random candy of 5 candy on unlit spaces candy on unlit
spaces to the fish colour into fish that to turn them to line turn
them to activated each swim and trigger 5 blasts that activate.
bombs. unlit spaces (25 clear). Coconut Does the 3 step Does a full
9 step Full wrap around to activate Liquorice activation roll
twice. activation roll that 9 line blasts (i.e. all visible Second
goes back after triggers touched candy drop). first stops. into
activated bombs. Wrap around. Jelly Frog Created big Frog. Fills
out both balance Triggers 2 simultaneous counts with 9 each, each
colour bombs of the 2 explosion taking 1 colour. balance colours.
M&M multiplier Doubles scores for 10 Doubles scores for 10
Doubles scores for 10 seconds and makes each seconds and makes each
seconds and makes each combo trigger a line combo trigger a bomb in
combo trigger a colour blast in same period. same period. bomb in
same period. Magic chocolate Makes a triple size Makes a chocolate
bomb. Makes a triple size chocolate, same Explodes twice and
chocolate, same explosion explosion as other big. reveals an order
each as other big. Crack to reveal Crack to reveal next time. next
delivery. delivery. Magic chocolate Makes a triple size Makes a
chocolate bomb. Makes all of lowest colour alt. Mode chocolate,
same Explodes twice and into chocolate, collecting explosion as
other big. reveals 9 of a missing the converted, then each Crack to
reveal 9 extra colour each time (18 small chocolate explodes in of
the colour to collect. collected extra). 5 square cross.
Blockers
[0332] The game implements several different kinds of so called
Blockers. Blockers are negative game elements that are in the way
for the player when wanting to make matches on different areas of
the game board.
[0333] The different blockers appearing in the game are: [0334]
Frosting blocker [0335] 1 Layer Frosting [0336] 2 Layers Frosting
[0337] 3 Layers Frosting [0338] 4 Layers Frosting [0339] 5 Layers
Frosting [0340] Expanding Chocolate blocker [0341] Liquorice
blocker [0342] Locked objects blocker [0343] Candy Cannon [0344]
Chocolate fountain [0345] Marmalade [0346] Bomb
[0347] The blockers can have different properties, some allow
candies to sit on top of them while other allow candies to be
included in them. Some fully cover a cell on the game board and are
for instance only removed when there is an adjacent match of
candies.
[0348] FIG. 28 illustrates the different layers on the game board
and how the blockers are placed on it. Jelly blockers are placed in
1 or 2 layers behind candies while Frosting and other blockers are
placed on the same level as candy and may or may not have jelly
placed behind them or have a candy inside them.
Frosting Blocker
[0349] The frosting blocker (see FIG. 29) appears early in the game
and functions as an obstacle that is in the way for surrounding
candies. Frosting blockers can not be swapped, they are stuck where
they are. To remove the Frosting blocker the player has to create a
colour match next to the blocker.
Layered Frosting
[0350] This is another blocker that comes in five different
versions (see FIG. 29). It can have 1 to 5 layers which means it
needs 1 to 5 colour matches next to it to disappear. A 1-Layer
frosting needs one colour match, a 2-Layer frosting needs two
colour matches and so on. Layered frostings are stuck where they
are and can not be swapped.
Expanding Chocolate
[0351] Another type of blocker found in the game is the Chocolate
blocker (see FIG. 29). It not only blocks a space on the game board
but also multiplies to block even larger areas of the game board.
If a colour combination is made next to a Chocolate blocker then no
Chocolate block will multiply and that Chocolate block will be
removed. However, if a colour match is made and is not next to a
chocolate block then one of the Chocolate blocks on the gameboard
will multiply and another space on the game board will be filled
with a Chocolate blocker. The space that receives a new Chocolate
block will always be adjacent to an existing Chocolate block,
however, which Chocolate block on the game board it will come from
is seemingly random. If all Chocolate blocks on the game board have
been removed then no new Chocolate blocks will appear. Chocolate
blockers can not be swapped and change places but are stuck where
they are. Chocolate blockers can only multiply to a cell on the
game board that is occupied with a candy.
Liquorice Blocker
[0352] Liquorice blockers (see FIG. 29) need one colour match next
to them to disappear. What makes them different is that they are
not fixed on the game board but falls down as regular candies. They
can be swapped if the candy they are swapping with is part of a
colour match. Liquorice blockers can not be matched with each
other.
Locked Objects Blocker
[0353] This blocker is stuck in place and can not be swapped with
other elements (see FIG. 29). The blocker contains a standard candy
and can be removed if it's a part of a colour match with candies of
the same colour as the one it is holding. It can not be removed by
making colour matches next to it.
Chocolate Fountain
[0354] The Chocolate fountain (see FIG. 29) is a blocker connected
to Chocolate blockers. It creates new Chocolate blockers even if
the player as removed all on the game board. The Chocolate fountain
can not be switched but is stuck in place. The Chocolate fountain
can not be removed.
Marmalade
[0355] This is a blocker that holds candies into place so that they
can't be swapped (see FIG. 29). The candies may however be part of
a colour combination and if so the Marmalade will disappear. The
Marmalade will also disappear if a colour match is made next to
it.
Bomb (Countdown Bomb--One in Each Colour)
[0356] The Bomb (see FIG. 29) is an element that exists in all the
standard 6 candy colours. It falls onto the game board at the same
time as new candies fall into place when colour matches have been
made. The bomb is switchable and falls downwards on the game board
like standard candies. The bomb has a timer which counts down for
each move that is made by the player. If the timer hits zero then
the Bomb will explode and the level will be failed. The player has
to stop the bomb from exploding and this is done by matching the
bomb with two more candies of the same colour or removing it with
the help of a special candy.
Boosters
[0357] Candy Crush Saga.TM. has a wide selection of boosters
available to the player. Boosters are items or features that help
the player by enhancing gameplay and support, assist, or increase
power or effectiveness. In the game, boosters unlock as the player
progress through the game. To be able to use a booster the player
must pay to top it up with a certain amount of charges, or receive
a booster as a gift from a friend. Using a booster once will remove
one charge and when there are no charges left the booster will need
to be topped up again. In the implementation of this game the
player can choose to use boosters either before starting a level,
when playing a level or when ending a level.
Pre-Level Choice of Boosters
[0358] There is an option to choose what boosters to use before
starting a level. This is referred to as a pre-level choice of
boosters. Boosters available for a pre-level choice are: [0359]
Jelly Fish [0360] Coconut Wheel [0361] Colour Bomb [0362] Extra
Time [0363] Striped Wrapped [0364] Lucky Candy
In-Level Choice of Boosters
[0365] The player can choose to use booster in action and at the
exact moment when they need them. This is an In-level choice.
Boosters available for an in-level choice are: [0366] 5 Extra Moves
[0367] Lollipop Hammer [0368] Free Switch [0369] Shuffle [0370]
Bomb Cooler [0371] Sweet Teeth [0372] Bubble-gum Troll
End-Level Choice of Boosters
[0373] If being very close to completing a level but knowing you
are not quite there and the level is about to fail, then there is a
choice of boosters at the end-level. Boosters available for an
end-level choice are: [0374] 5 Extra Moves [0375] Bomb Cooler
[0376] Extra Time
Charms
[0377] Some boosters are permanent and will only have to be
purchased one time, these are called Charms. After a first initial
payment the Charm will be available to the player forever and will
never have to be topped up.
Permanent Boosters--Charms There are three different charms
available in Candy Crush Saga.TM.: [0378] Charm of Life [0379]
Charm of Stripes [0380] Charm of Frozen Time
Charm of Life
[0381] Charm of Life increases the maximum number of lives from 5
to 8. It is a passive permanent booster which means it is always in
use and the player does not need to do anything to take advantage
of its effect. To buy the charm the player has to pay 169 Facebook
Credits which is equivalent to .English Pound.11.20 GBP. When
buying this charm the player receives a free life top up.
Charm of Stripes
[0382] This charm is booster that is available when playing a
level. It lets the user create a Striped candy once per game. To
use the charm, the player clicks on the icon for the charm and then
on the candy they wish to transform. To buy the charm the player
has to pay 399 Facebook Credits which is equivalent to .English
Pound.26.45 GBP.
Charm of Frozen Time
[0383] This charm freezes time on levels with time limits. It's
included in the group of pre-level choice boosters and if the
player wants to use the charm it will then have to be chosen before
starting a level. To gain use of the Charm of Frozen Time the
player has to pay 249 Facebook Credits which is equivalent to
.English Pound.16.51 GBP.
Non Permanent Boosters
[0384] The selection of non-permanent boosters are: [0385] Jelly
Fish [0386] Coconut Wheel [0387] Colour Bomb [0388] Extra Time (can
be used in different places. End-game) [0389] Striped Wrapped
[0390] Lucky Candy [0391] 5 Extra Moves (can be used on different
places. End game) [0392] Lollipop Hammer [0393] Free Switch [0394]
Shuffle [0395] Bomb Cooler (can be used in different places. End
game) [0396] Sweet Teeth [0397] Bubble-gum Troll
Jelly Fish
[0398] Jelly Fish is a booster that adds Jelly Fishes as game
elements on the game board together with all the standard candies.
As described elsewhere, the Jelly fishes on the game board need to
be match with 2 more candies of the same colour and if doing so 3
random game elements will be removed from the game board. To gain
access to this booster the player has to pay 19 Facebook credits
which is equivalent to .English Pound.1.26 GBP. Paying this will
let the player use the booster three times before it has to be
topped up again.
Coconut Wheel
[0399] In some implementations, this booster can only be used in
ingredients levels. When using the booster it appears as an extra
candy piece on the game board that looks like a pink round candy
with some black candy filling in the middle (see FIG. 30). To
trigger the Coconut wheel it can be switched with any game element
and does not need a colour match.
[0400] When triggered, it rolls over the game board in the same
direction as it was switched in. In its path the Coconut wheel
transforms 3 standard candies into Striped candies which in turn
are instantly triggered. When the wheel starts spinning it also
removes the candy it was swapped with. FIG. 31 illustrates one
implementation of the Coconut wheel before it has be switched with
a candy and after is has been activated. When activated, the wheel
rolls over the game board and creates three striped candies which
then automatically triggers.
[0401] If the player wants to use this booster they can pay 39
Facebook Credits which is equivalent to .English Pound.2.59 GBP.
The booster will then top up and let the player use it three times
before it needs to be topped up again.
Colour Bomb
[0402] The Colour bomb booster can be used on all levels. It lets
the player start a level with one Colour bomb on the game board. To
buy it the player has to pay 9 Facebook credits which will let the
player use the booster three times before it has to be topped up
again.
Extra Time
[0403] This booster gives the player 15 extra seconds either in the
beginning of a level or when time is up on a level. If buying it
when time is up it costs 9 Facebook credits which is approximately
.English Pound.0.53.
Striped Wrapped
[0404] This booster lets the player start a level with one Striped-
and one Wrapped candy on the game board. To use it the player can
top up the booster for 19 Facebook credits which will then let the
player use the booster 3 times.
Lucky Candy
[0405] The Lucky Candy booster adds Lucky candies on the game board
which will turn into useful candy when removed. The Lucky candy
booster costs 29 Facebook credits (.English Pound.1.92) to top up
and will then let the player use it three times before it needs to
be topped up again.
5 Extra Moves
[0406] This booster is available to buy at any point when playing a
level. It has a booster icon that can be pressed but there is also
a reminder message that appears when starting to run out of moves.
In some implementations, the booster becomes available when the
player has five moves left. The booster may also appear when
already being out of moves, giving the player the option to
continue the level. If using the booster it instantly gives the
player five extra moves which can help the player to complete the
level. To use the booster the player needs to pay 9 Facebook
credits.
Lollipop Hammer
[0407] The Lollipop hammer lets the player remove any candy from
the game board. The booster can be used at any time when playing a
level. The player simply clicks the booster icon which, in one
implementation, will turn the cursor into a big lollipop, see FIG.
32.
[0408] The player then clicks on the candy they wish to remove and
the cursor/lollipop will break and remove that candy.
Free Switch
[0409] This booster lets the player switch two candies on the game
board even if no match will be made. If clicking the booster icon
then in one implementation, the cursor turns into a hand or a glove
(see FIG. 33). To use the glove the player switch two candies like
normal. To use the booster the player must have topped it up using
Facebook credits. Topping it up lets the player use the booster
three times.
Shuffle
[0410] The Shuffle booster shuffles all the candies on the game
board.
Bomb Cooler
[0411] The Bomb cooler helps the user with bombs that are counting
down. The booster adds 5 more to the timer of the bomb and rescues
the player from failing a level. If the bomb does reach zero then
there is an option to add 5 more on the bombs' timer in order to
continue playing. If choosing to use the Bomb cooler when all bombs
have reached zero, it will cost 19 Facebook credits (.English
Pound.1.26 GBP) to use it even if the player has uses left from the
last top up.
Sweet Teeth
[0412] The Sweet Teeth booster destroys different kinds of
blockers. To gain access to it the player has to pay 99 Facebook
credits (.English Pound.6.56 GBP) and will then be able to use it
three times before having to top up again. When the booster is
being used, it flies over the game board and removes blockers by
eating them up. The Sweet Teeth is "very fond of chocolate,
liquorice and marmalade."
[0413] FIG. 34 illustrates when the Sweet Teeth booster has been
activated and various game blocks are being removed.
Bubble-Gum Troll
[0414] The Bubble-gum Troll booster helps the player out on levels
that contain Chocolate fountains. When clicking on the booster's
icon a Bubble-gum troll appears (see FIG. 35) which then shoots
bubble-gum on top of the fountains (see FIG. 36). This prevents the
Chocolate fountains from spreading chocolate blocks. The bubble-gum
stays on the fountains during four switches (see FIG. 36). On the
fifth switch the bubble-gum disappears. On the 6th switch a new
chocolate block appears. To gain access to the Bubble-gum troll
booster, the player needs to top up the booster by paying 39
Facebook credits (.English Pound.2.59 GBP) which then lets the
player use the booster three times before having to top up
again.
Creating Your Own Boosters
[0415] All boosters are created through a crafting model, that
let's the player choose what to create based on items he has
collected. Items are collected by playing, gifting or buying them
for credits. A booster is only available to craft once you have
unlocked it, which will be based on progress.
Special Candies that can be Crafted are: [0416] Coconut Liquorice:
Match with anything for a swirl effect where it rolls in the
direction of your switch, turning candy in its path into striped
candy with a direction perpendicular to the path of the Coconut
Liquorice. The striped candy will then automatically trigger one by
one [0417] Swedish fish: Swims away and lights 5 random unlit
squares in Light up mode. [0418] Chocolate bunny: Hops away to
balance your colours in a time of need. [0419] Marshmallow: Switch
with a Fudge space and it will suck up all fudge in a 3.times.3
area around it [0420] Hammer: Controlled space clear
[0421] Special candy that can be crafted for a balance mode where
not too many of a certain candy may be collected without another
certain candy being collected in between: [0422] Slower balance
movement or Freeze balance [0423] Bottom bounce save [0424]
Something that eats up some objects of the end that reaches bottom
to balance it again [0425] A colour changer to increase the amount
of the needed colour Special Candy that can be Crafted for Order
Levels: [0426] Shuffle with positive outcome, behaves like a slot
machine to put key power-ups next to each other [0427] Free
movement: Teleport next to the other piece of the combo [0428]
Random throw in or add one valuable special candy, no direct
control of spot.
Charm Overview
[0429] Below is an overview of different charms (referred to as
Investment goods):
TABLE-US-00002 Investment goods: Candy Jars Category Game mode
Unlimited Sweeteners (one free per game) Candy Jars Any Unlimited
Gummi hammers Candy Jars Any (one free per game) Unlimited Shuffles
(one free per game) Candy Jars Any Unlimited Marshmallows Candy
Jars Any (one free per game) Unlimited extra colour bomb Candy Jars
Any (one free per game) Unlimited Sugar dusting Candy Jars Any (one
free per game) Always Swedish fish on Candy Jars Light up Always
Coconut liquorice on Candy Jars Drop Down Always Jelly Frog on
Candy Jars Balance Always M&M on Candy Jars Score Always Magic
chocolate on Candy Jars Order
Booster Overview
[0430] Below is an overview of different boosters:
TABLE-US-00003 Candy Crush boosters Category Game mode Impact
Boosters: pre game activation 15 seconds extra time Game impact
Classic score 5 extra moves Game impact Move based Slower balance
shift Game impact Balance Bottom balance 1 save Game impact Balance
Mix in rainbow candy as 3% of all, Game impact All match all Remove
1 colour (very powerful) Game impact All Start with colour bomb on
field Game impact All Helper: shows special combos Game impact All
Activation Boosters Sweetener: Turn a Turkish pepper Activation Any
bomb into a harmless candy Gummi hammer: clear a space Activation
Any Shuffle: Puts special candy Activation Any next to each other
Marshmallow: suck up fudge sauce 3x3 Activation Any Add colour
bomb, select where Activation Any Sugar dusting: clear a space of
3x3, Activation Any allows to unlock and thaw faster Special
Boosters: one per game mode Swedish fish: activate spaces Special
Candy Light up Coconut Liquorice: rolling trigger, Special Candy
Drop Down controlled direction Jelly Frog: collects enough of its
Special Candy Balance colour to rebalance M&M multiplier:
doubles scores for Special Candy Score 10 seconds when activated
Magic chocolate: Mix with any special Special Candy Order to create
what you need
Shop
[0431] Candy Crush Saga.TM. offers an in-app shop and in-app
purchases in addition to booster purchases.
Lives
[0432] If the player has run out of lives, instead of waiting 30
minutes to gain a new one, lives can be purchased. Paying 12
Facebook credits will refill the lives counter and give the player
5 or 8 lives depending on if the player has previously acquired the
Charm of Life. To find where to buy lives, the player can click on
the white plus sign next to the counter in the map view interface.
If the player does not want to pay for new lives then messages can
be sent to friends (see FIG. 37) where the player asks them to send
a life. Sending a life to a friend does not cost anything but is
free for both the player asking for lives and the person sending a
life.
Yeti Shop
[0433] In the `Yeti shop` the player can either buy charms (see
FIG. 38) or gifts (see FIG. 39). The charms are personal whereas
the gifts are for Facebook friends.
[0434] The gifts that may be purchased are: [0435] A bag containing
2 boosters: A Colour Bomb and a Jelly Fish Cost: 19 Facebook
credits [0436] A bag containing 3 boosters: A Colour Bomb, a Free
Switch and a Coconut Wheel Cost: 55 Facebook credits [0437] A bag
containing 4 boosters: A Colour bomb, a Bomb Cooler, a Striped and
Wrapped and some Sweet Teeth. Cost: 99 Facebook credits
Tutorial & Introductions
[0438] When starting Candy Crush Saga for the first time, the
player is given tutorials in order to facilitate learning the game.
Tutorials are not exclusive to the first few levels of the game,
certain game features are given an introduction at the time they
are introduced, which can be far into the overall game progress.
Such game features can for instance include new boosters and new
game modes.
Level 1
[0439] When playing Candy Crush Saga for the first time, level one
automatically starts. The player is presented with instructions of
how to make the most basic of combinations--three of the same kind
of candy, see FIG. 40. This is shown both vertically and
horizontally. The game specifies which three candies are to be
combined, and the player must then combine those. It is not
possible to perform other moves than the ones prompted by the game
when playing the level for the first time. The player is prompted
to do three specific combinations first and then three of their own
choice.
Level 2
[0440] Level two starts off with prompting the player to combine
four candies, which results in a striped candy. The player is then
further prompted to combine the striped candy with two other
candies, which results in the striped candy triggering a line
blast. It is not possible to perform other moves than the ones
prompted by the game. After performing these two moves, the player
is told to achieve a certain score within a certain amount of
moves. When getting enough points to qualify for the first star of
the level (at 1900 points), the concept of stars and score levels
is described to the player.
[0441] After completing level 2, the player is taken to the map
view where level 3 becomes unlocked. Before being able to play
level 3, the player is briefly introduced to the Yeti Shop with a
message saying that it can be used to send gifts to friends.
Level 3
[0442] Level three starts off with prompting the player to combine
five candies in a T-shape or L-shape, which results in a wrapped
candy. The player is then further prompted to combine the wrapped
candy with two other candies, resulting in two consecutive blasts
of three times three candies. Once again, the player is unable to
perform any other moves than the ones prompted by the game. Once
these two moves are performed, the player can freely choose how to
perform moves.
Level 4
[0443] Level four starts off with prompting the player to combine a
wrapped candy and a striped candy that are already placed on the
game board at the start. After this single move, the player is
allowed to perform moves freely.
Level 5
[0444] Level five starts off with prompting the player to combine
five candies in a single line, which results in a colour bomb.
After this the player is prompted to combine it with another candy,
but the player must use the combination prompted by the game. After
this move has been performed, an instruction is displayed telling
the player the different possible combinations of special candies.
However, it does not specify which effects that are generated by
these combinations.
Level 6
[0445] Level six is the first level introducing a new goal for the
game. The goal is to remove all the jelly blocks. It is explained
that candies have to be matched in the areas containing jelly for
it to be removed. The player is then prompted to make a specific
move to remove three candies and also three tiles of jelly. After
this single forced move, the player is allowed to perform moves
freely.
[0446] After completing level six, the player is taken to the map
view and is informed that a new booster has been unlocked--the
Lollipop Hammer.
Level 7
[0447] When starting level seven for the first time, the player is
shown how to use the recently unlocked Lollipop Hammer booster. It
is described as `a hammer that can smash candy`.
[0448] After completing level seven, the player is taken to the map
view and is informed that a new booster has been unlocked--Five
extra moves.
In-Game
Game Board
[0449] The game board is part of the view that is presented to the
player while playing levels in Candy Crush Saga. The term game
board signifies the area that contains candies and other elements
such as ingredients, jelly and frosting, not the surrounding
landscape such as the score meter and the heart showing the amount
of lives left.
[0450] FIG. 41 shows one implementation of a game board. There are
audio controls used for the music and sound effects. The amount
moves the player has left to complete the level is shown. The
current score of the player, expressed in absolute points is
presented so that the player may follow the gameplay. The star
meter, showing an indication of how much points the player has in
relation to the pre-defined goals required for achieving a certain
amount of stars. The game board is populated with regular candies
in a regular cells and regular candies in cells filled with jelly
that has to be removed in order to complete the level. The number
of lives the player has left is shown. Both the current level of
the game and a symbol indicating what the goal of the level is are
shown in relation to the game board. The places where new candies
enter onto the board when existing ones are removed are shown. In
some implementations new candies are generated from the top and
fall downwards, in other implementation the candies can be spawned
from any position. Available boosters that can be used during the
play of a level are also shown.
[0451] FIG. 42 illustrates an alternative implementation where new
candies fall down from the top of the game board and then change
direction to the right before starting to fall upwards again. The
arrows in FIG. 42 indicate the direction of the falling
candies.
[0452] FIG. 43 shows another alternative implementation of the flow
of falling candies; the arrows indicating the direction of the
candies.
Different Types of Game Boards
[0453] Typically the game board consists of a number of connected
areas/cells arranged in a grid that can be occupied by either
candies or special game elements. However, there can be more
complex layouts as well. For instance, the areas containing game
elements do not have to be interconnected. There may be multiple
sections of interconnected areas that are not connected to each
other, see FIG. 6. This means that candies can only travel between
these areas through falling or using `teleporters`. Also, sometimes
the only way to interact with these areas will be through special
game elements, for instance striped candies which trigger line
blasts, which make for very challenging levels.
Star Meter
[0454] In the most basic version, this feature serves the purpose
of letting players know their performance while playing the game by
showing which level of score they have accomplished. The level of
score is determined by the amount of points gathered and compared
against predefined levels that will earn the player one, two or
three stars. Stars are a representation of how well a player is
performing on a level. Achieving at least one star is required to
pass a level. Achieving more than one stars indicates that a player
is performing better than the minimum required and is a factor that
helps drive engagement by making players feel more skilled. The
amount of points required to achieve one, two or three stars is
pre-defined and typically does not change for any level. However,
in some implementations it is possible to have a variable score
required for different amounts of stars, for instance one that is
correlated with the average scores of all players playing the
game.
[0455] In some implementations, there are indications of the
performance of other players displayed during the play of a level.
This information is often based on data from previously completed
levels, but it can also be related to levels that have been
attempted and failed by other players. Performance information can
for instance be derived from a social network connected to the game
or from databases more directly related to the game. In some
implementations, players can see the score of other players in
real-time, thus increasing the competitive element of the game. The
other players whose performance will be displayed is sometimes
chosen by the player, sometimes automatically derived from a social
network of the player, and other times it can be based on other
elements, such as the performance of all players of the game.
[0456] In some implementations, the player can see indications of
the previous high score achieved on a level while playing it, shown
by 310 in FIG. 81. It is also possible that no indication of the
player's own previous score is shown.
[0457] In some implementations, the indications of the performance
of other players are shown in relation to the score meter. It can
be both absolute and relative indications. The indications can be
in the form of pictures associated with the players, as shown by
330 and 335 in FIG. 81. When the player passes the score of another
player or the previous best score the player has achieved, a
message can be shown to encourage the player and denote the
accomplishment. One example of such a message is illustrated by 340
in FIG. 81.
[0458] It should be understood that the invention is not limited to
using stored scores to show the performance of other players. In
one implementation, players can see the scores of other players
currently playing the same level while they are playing it, making
it so that the indications of other players' scores can be moving
in real time during the play of a game.
[0459] The score comparisons presented to the player can be given
in percentages, points and when applicable other indicators, for
instance time played or number of attempts on a level.
[0460] The look of a level, as well as the overall look of the
virtual landscape, can change as the player performs better. For
instance, after achieving one star during the play of a level, the
digits shown when scoring points can turn into a different colour.
The lookout of the virtual landscape can be come warmer and more
colourful as more stars are gained. The look of the game can change
according to other variables as well, such as the in-game view
changing depending on how many moves are left in order to convey a
sense of urgency.
[0461] In Candy Crush Saga, the Star Meter also has other important
functions. One is that the score of friends from a social network
is shown on the meter, if there is data available. This increases
competition and incentivises players to replay levels in order to
beat the score of friends.
[0462] Another function is that the amount of stars achieved on
each level is shown next to the levels on the map view. This gives
players an overview of their overall performance in the game. Also,
in order to complete a level the player needs to reach the amount
of points needed to achieve at least one star.
Sugar Crush End Game
[0463] Upon finishing a level, Candy Crush Saga displays "Sugar
Crush" accompanied by audio saying the words. The first thing that
happens after this display is that all special candies trigger one
after another, removing other game elements and gaining points.
After all remaining special candies have been triggered, the player
is awarded for remaining moves, if there are any. Being awarded for
the remaining moves when finishing a level is important for making
players feel successful and skilled at the game, and is an
important driver for increasing replayability. There are two
different end game bonuses that trigger depending on the type of
level.
Candy Fish
[0464] In some game modes, players are awarded for their remaining
moves by a number of candy fish spawning. The fish are proportional
to the amount of remaining moves left. The fish come from outside
the game board and randomly seek out candies, which are removed
upon impact. Players receive bonus score for when each fish hits a
candy.
Striped Candy Transformation
[0465] In other game modes, players are awarded for their remaining
moves by a number of candies turning into striped candies and
subsequently triggering. The number of candies transforming from
regular into a striped version is proportional to the amount of
moves left. Upon a candy transforming from a regular version into a
striped one, the player is awarded with bonus points.
Wrapped Candy Transformation
[0466] In levels where the player has a limited amount of time,
there are certain candies that are marked with a `+5` symbol,
meaning that they give an additional 5 seconds if popped. If any of
these candies remain when the time runs out, they transform into
wrapped candies that subsequently trigger.
Overview of Sugar Crush-Effects
[0467] Below is a summary for the different types of Sugar
Crush-effects for levels with different goals: [0468] Target
score--there is no real sugar crush effect here, except unactivated
special candies being activated. [0469] Jelly--for every move
remaining, three candy fish come on the screen and start eating the
candies at random, giving you more points. [0470] Ingredients and
Orders--both levels have the same effect. For every move remaining,
a candy at random will become a striped candy, giving an extra 3000
points for every striped candy. Then they all activate. [0471]
Timed-- any +5 candies left on the screen will turn into the
exploding wrapped candy and activate itself.
Pre-Level
[0472] Before starting a level, players have to select which level
to play from the map view. The exception to this is the very first
time Candy Crush Saga is played, when level one starts immediately.
When selecting a level, the player is shown information about the
level, such as the amount of points needed, the available boosters
that can be used, the goal of the level and also the highscores of
friends who have previously played that level, see FIG. 44.
[0473] A difference between playing a level for the first time and
playing a previously completed level is that the previous best
score of the player is displayed, together with the amount of stars
achieved, see FIG. 45. Also, the text that is telling the player
what the target goal is, in terms of points, is changed depending
on how many stars the players has achieved before. As can be seen
in FIG. 44 and FIG. 45, the target goal in FIG. 44 is 40 000
points, which correlates to one star on the level. When the player
replays the same level after already achieving two stars, as seen
in FIG. 45, the target goal is displayed as 100 000 points, which
correlates to three stars. Having the game set up in this way
increases replayability by making players focus on always
improving, but not necessarily too much at a time. If the first
goal presented was the one correlating to three stars, players
could feel inadequate if they get less points than that, even if
the level was completed.
[0474] The player can choose boosters, that will in some way affect
the game play, before starting a level. Boosters are unlocked and
gained as the player progresses throughout the game, but it is also
possible to purchase more boosters. As can be seen in FIG. 44 and
FIG. 45, players can only select boosters that are applicable for
the type of level to be played and boosters which they have at
least one of. If they player does not have enough boosters, a top
up can be purchased.
[0475] It is also possible to help friends by sending them lives.
FIG. 44 illustrated one implementation where this can be done by
clicking on the icon with a heart and letter on it located next to
friends' names in the highscore list.
[0476] In some implementations, the pre-level screen shown on a
mobile device is slightly different from the one shown on a
computer. It has the same core components, but the layout can
differ. It does not have the information about the level goal in
the standard view, but this can be shown by clicking on a symbol
indicating what the goal is, see FIG. 46.
Post-Level
Completing a Level
[0477] When completing a level, the player is presented with a
screen that shows the amount of points gained, the amount of stars
achieved and the previous highscores of friends. This is shown in
FIG. 47 where the player has earned three stars and is therefore
placed on 4th place in the highscore list.
[0478] FIG. 48 shows an alternative post level screen where the
player `Johan` has just completed the level. The score which he
earned on the level places him on 22nd place in the high score list
containing friends playing the game. The long high score list shown
in the previous figure has been adjusted to also show the current
player and the place before and after him on the high score
list.
[0479] After the post-level screen has been closed, the player may
be presented with yet another screen related to the performance of
the just completed level. FIG. 49 shows one implementation of this
screen which displays how well the player scored in relation to
friends' highscores, together with a message about which friend(s)
that has been beaten.
[0480] Both the Post-level screen and the screen that shows when a
friend has been beaten present the player with an option to share
this information. The sharing part is done on a social network to
which the game is connected. By sharing information such as which
friends the player has beaten, competition is encouraged and the
viralisation of the game is increased, due to people not playing
the game also being able to see such messages.
[0481] It is possible to help friends by sending lives from this
screen as well. As depicted in FIG. 49 this can be done with a
click on the icon with a heart and letter on it, next to the
friends' names. The tick marks indicate that the player has already
sent lives to those friends. The player may only send lives to any
one friend once within a certain period of time--for instance once
per day.
[0482] FIG. 50 shows what happens when the player decides to share
the score gained on a level. A pre-defined message is shown,
displaying what information will be posted in regards to completing
a level. The player also has the option to add a comment about the
occurrence.
[0483] In some implementations, the mobile version of the game has
a slightly different post-level screen. When completing a level,
the player is given the options of retrying the level or going to
the next one. If choosing to play the next level, it starts
immediately without going over to the map view. A version of the
mobile post-level screen is shown in FIG. 51.
Failing to Complete a Level
[0484] When failing to complete a level, a screen similar to the
one shown when completing a level is displayed. The difference is
that the screen when failing a level has a broken heart on it,
together with information stating why the level was failed (see
FIG. 52). Failing a level can happen due to a number of reasons,
such as not reaching the minimum score for one star, failing to
accomplish the goal or by a bomb exploding. The player is informed
of the reason for why he has failed the level. Understanding why
you have failed a level increases the likelihood that he player
will try to play the level again to reach that target for the
level. If wanting to play the same level again there is an option
to do so. In one implementation the option to replay the failed
level is presented with a large and visually significant
button.
Level Progress and Ways of Playing the Game
Ways to Play the Game
[0485] Games created using the techniques described herein can be
played locally on a player's computer or handheld device. The game
can also be played over the Internet where the whole game or
portions are downloaded and executed on the local machine or run on
a remote computer or server. The user's progress in the game and
results can be stored locally and compared to the user and other
players on the local computer. The progress and results can in an
alternative embodiment be synchronised with other players, either
directly or through a server or social network or gaming
platform.
Cross-Device and Cross-Game Functionalities
[0486] Three platforms in particular are changing the way people
expect games to be played.
[0487] These three platforms are growing at the same time, and
provide new input possibilities. To date, games have not absorbed
all the new input possibilities.
[0488] The first platform is Facebook. The skilled person will
understand that where Facebook is referred to in this document,
other social network platforms may be used. A Facebook game may be
a social game, a game you play with your friends. It is rare or
unthinkable to launch a game (i.e. to play for the first time) on
Facebook that is a paid game, because people playing games on
Facebook expect not to pay to access a game. A Facebook game may be
played on the internet, after logging in to Facebook (whether
automatically or manually), such as from a personal computer.
[0489] The second platform is smartphones. Use of smartphones is
not always continuous. You may use a smartphone for 5 minutes on a
bus, and then for 20 minutes on a connecting train, for example.
The use can have many starts and stops. Not like someone working at
an office desk or at a home desk in a conventional way. A
smartphone can be on an iOS platform, or on an Android platform,
for example.
[0490] The third platform is tablets. What is a tablet? It can
function as a mobile device and as a non-mobile device. The tablet
can be a substitute for a personal computer. A user may want a
seamless experience between using the game on a personal computer
and on a tablet and on another mobile device. A tablet can be on an
iOS platform, or on an Android platform, for example.
[0491] A game which works on a plurality of such as all three of
the above platforms (or more), may provide a connected
fully-synchronized seamless experience. Hence multi-platform games
are important. Key criteria for multi-platform games are: they are
free, they are social, stop-start use is possible, and seamless
experience is provided. Such games may be "played anywhere" e.g. in
a mobile environment or in a non-mobile environment. Such games may
also be played online or offline.
[0492] The game must be fun when used in a stop-start way, and when
used for even just short intervals. In an example, a game consists
of parts or levels, each of which runs for about 3 minutes, eg.
between 1 and 5 minutes. In an example, a game is structured in
levels, so that if successful in a game level, such as by scoring a
minimum score, a user can progress from that level to the next
level. In an example, a game has about 200 levels.
[0493] A game can be optimized post-launch. For example, if it is
clear that too many users are failing to progress past a particular
level, the minimum score to pass the level can be lowered. An
optimized game may be provided as an application update from an
application store. In an alternative, a game may be optimized by a
server sending a revised data file of scores required to pass each
game level to a mobile device, when a game state of a user is being
synchronized with the server, wherein the application running on
the device replaces the previous file of scores stored on the
device required to pass each level with the revised file of scores
required to pass each level.
[0494] The progress of a player is also synchronised across
devices, for instance between a handheld device and a computer.
This is described in further detail in Appendix A. The player can
play on one platform, have the progress saved and then continue
playing seamlessly on another platform. It is also possible for the
player to play on offline devices and having the game synchronise
when a connection is available.
[0495] In some implementations, players can be rewarded for playing
the game on multiple platforms. For instance, players active on a
computer-based platform could get a bonus for also installing the
game on a handheld device.
[0496] Players can also be rewarded for playing multiple games that
are related, for instance games from the same developer. When
choosing to play a new game, the player can receive bonuses in
another game. This can be triggered by using a link from one game
to the other, or by games sharing information between one another
so that it automatically detects a player that is playing more than
one game and subsequently rewards them.
[0497] It is also possible that games can have elements in common
that enables certain objects, for instance boosters, to be usable
in multiple games. These games can be located on the same or on
different servers. In some implementations, a booster bought in
Candy Crush Saga can be used in another game that shares certain
features with it.
[0498] One example of an implementation with synchronisation across
platforms is as follows: A first server, for instance one hosting a
social network, with a first data store storing data relating to
the state of a game. The first server is configured to communicate
with a first plurality of devices, such as mobile phones or
personal computers, through a first application programming
interface, where the first plurality of devices is related to a
first computing platform.
[0499] A second server, for instance one hosting a game platform,
with a second data store storing data relating to the state of the
game. The second server is configured to communicate with a second
plurality of devices, such as mobile phones or personal computers,
through a second application programming interface, where the
second plurality of devices is related to a second computing
platform.
[0500] A third server with a third data store, configured to
communicate with the first and the second server. The three servers
are configured to synchronise the three data stores in such a way
that when synchronized, the first, second and third data store all
relate to a synchronised game state.
Localisation and Updates
[0501] It is possible for implementations of the game to vary
depending on the location of the player. For instance, the language
can be adapted and translated into different languages. It can also
be so that updates of the game are incorporated at different times
in different locations, in order to avoid interference with the
times of the day that players are as most active.
[0502] If trying to access the game online, as opposed to starting
a local version that is saved on the device, while updates are
being made, the player can be met by a message saying that the game
cannot be accessed right at that moment, see FIG. 53.
[0503] The screen in FIG. 53 could be displayed instead of the game
as a placeholder for when the game is taken offline, for instance
so that the game can be updated with new features and software.
Progress Over Several Levels
[0504] The game can be implemented so that a player progresses
through multiple levels of changing and typically increasing
difficulty. FIG. 54 shows an implementation of the game with a
virtual map layout of a game environment, displayed on the
computing device used by the game player. As the player travels
through the levels in the game, his progress is represented as a
journey along a path in the virtual map. Representing progress in
this manner provides an additional layer of engagement for players,
and also opportunities for viralisation and monetisation.
[0505] The virtual map consists of stages 1, 2 with varying number
of levels 3, 4. The user travels between levels and completes the
levels one by one along a path by playing the associated game. When
the player reaches the goal of a level, the next level is unlocked
and the player can play that level in the game. The number of
stages and levels can vary depending on the implementation. The
levels can be numbered consecutively throughout the game or they
can be numbered within a stage, it is also understood that other
ways of identifying the stages and levels can be implemented. New
stages to the virtual map 12 can be added by the game designers at
any time--so a game may be launched with say 20 levels, and after a
number of weeks, there may be fifty or sixty levels present.
[0506] One way of unlocking new stages is to complete the last
level on the latest stage. The user is sometimes faced with
challenges 7 to unlock the next stage in the virtual map.
[0507] In one implementation, traveling from one stage to another
once all the levels have been completed on that stage requires the
help of for instance three friends. The player can ask friends for
help by sending an in-game message within the game environment or
for instance through a social network that the game is connected
to. The friends can already be playing the game and do not have to
be `new` players, but they can be friends not already on the same
social network.
[0508] The player can also pay to get instant access to the locked
stage. The player can use a combination of help from friend and
payment to unlock the new stage. The cost for unlocking can in some
implementations be lowered as a fraction of the total number of
friends needed when help from some but not all needed friends have
been received.
[0509] The request for help is sent to the friend who then has the
option to accept to help. The request for help can in some
implementations be sent using the social network to which the game
is connected; an alternative implementation is to send the request
to someone external to the game (via email, text message, instant
message for instance) who has to join the game to respond to the
help request. This is one of the viralisation techniques
implemented in this game.
[0510] In addition to the virtual map layout in FIG. 54, there can
also be other levels or stages that are not part of the progress
along the path in the virtual map. Such stages or levels can be
present in the game associated with the virtual map at all times or
can be unlocked when the user reaches a certain in-game
achievement. This in-game achievement can for instance be
completing a specific level, reaching a predetermined high score
(for instance, collecting a specific number of stars when
completing a level--highly skilled gameplay can win the user three
stars) or paying virtual currency to unlock the stage or level.
[0511] The map layout in FIG. 54 can be used in games connected to
or linked with a social network. It is common that the users on
such networks have avatars with for instance a photo of the user
and/or the user's name. Such avatars can for instance also be a
sign or a figure. The user's avatar is displayed on the map layout
alongside the level where the user is 6. It is understood that
there are different implementations of showing where the user
currently is on the map. This can for instance be the latest level
the user completed, the level with the highest score or the last
completed level along the traversed path.
[0512] The user can in some embodiments be given the option to
select which users should be shown on the virtual map. The users to
choose from can be friends on a social network, or the user can get
suggestions to show friends which meet a certain criteria, for
instance friends which the player has interacted with the most in
the past or friends living in the same geographic area as the
player. The user can get the option to choose from other people not
being friends on the social network, but that meet other certain
criteria.
[0513] The user can play any of the unlocked levels on the map, so
the user can go back and replay already completed levels to get a
better score or beat friends' high scores.
[0514] The player is in some implementations of the game rewarded
for good gameplay of a level, for instance reaching a target score.
In some implementations the user has to reach a certain number of
points to complete a level, reaching this target score can be
represented with a symbol such as a star. In one implementation a
star is lit when the user reaches a certain number of points in a
level. The user can earn more than one star on each level and the
levels are re-playable to get a higher score.
[0515] The player's total number of stars collected in the game can
in some embodiments unlock features. The unlocked features can for
instance be power-ups, in-game currency or bonus levels.
[0516] The symbol representing how well the user has played on each
level can be displayed alongside the level on the map 8, 9, 10.
[0517] If the game is connected to a social network or the user has
connected with other players in the game, the levels will present a
leaderboard showing who among the user's connections has the
highest score. There can in some embodiments be a notification 11
shown on the map if the user that has the highest score among the
friends connected to the game.
[0518] The type of game mode or game goals for a level can be
displayed on the map as a symbol.
Animations and Interactions on the Virtual Map
[0519] The landscape of the virtual map will typically have
animated sequences which give a feeling of the map being alive and
dynamic. For example, trees on the map can sway in the wind,
animals can move around and the player progressing from one level
to another can be accompanied by an animation of a
player-associated character moving on the map.
[0520] In some implementations, it is possible for the player to
interact with objects on the map in such a way that animations are
triggered. For instance, clicking on a bird can make it fly into
the air and hovering over water can make waves appear.
[0521] It is also possible to have any combination of a map that is
static but reacts to player input, a static map that does not react
to player input, a dynamic map that reacts to player input and a
dynamic map that does not react to player input.
[0522] One example of how the virtual map can be dynamic and moving
is shown in FIG. 82 where as an example, a coconut character moves
slightly from side to side. A collection of subtle as well as less
subtle animations throughout the map will together make the map
appear moving and alive.
Head to Head Tournaments
[0523] The game can also be implemented to be played with a limited
time or limited number of moves or both over a consecutive set of
levels. The score can be collected over the several levels to give
the player a score for all the levels completed.
[0524] The player can in some implementations play the game in head
to head tournaments against one or several other players. The
player with the highest collective score over the number of levels
will be the winner in the tournament. In some implementations the
tournaments are played with real time comparisons of players'
scores, in other implementations the scores of players are compared
after finishing a level.
[0525] The game can also be played in tournaments with jackpots
where the player plays the same level where the same types of game
elements are used.
[0526] The game can also be played in an elimination competition
against other players.
Rewards and Bonuses
[0527] The game can have schemes for giving rewards and bonuses to
players. One reason for giving out rewards is to increase player
engagement, and to some extent to help with monetisation. Players
can for instance be rewarded for playing multiple days in a row,
something that awards persistence and dedication. In other
implementations, there is a daily bonus available that is gained by
every player playing the game online during that day., or to
players passing a certain secret location during that day. By
giving players samples of existing boosters, they are given a free
preview of purchasable items that potentially can lead to sales in
the long run, which helps monetise the game.
Virtual Landscape
[0528] The virtual landscape of Candy Crush Saga is presented to
the player in between levels. This is also referred to as the `map
view` and the `virtual map` within this document. The player
travels along a virtual path as more levels are completed in the
game, which gives the feel of moving forward.
Total Looks
[0529] The looks of the map view is in the style of a physical
foldable game board (see FIG. 55), such as one commonly used for
board games. However, since Candy Crush Saga is not a physical
board game but a virtual one, the board is much larger than what
can be displayed in a single screen. The player can at any time,
while in the map view, look at all available levels and also scroll
through the entirety of the game board. Having such a style gives a
strong feeling of actually progressing forward in the game as more
levels become unlocked.
Navigation
[0530] When navigating on a map in a game, it is sometimes
difficult to find desired spot or area of the map if the map is,
for example, too large. One way to solve this problem is to have
mini map in an expandable tab, connected to the edge of the screen,
where the player can fast jump to desired location. In this
document we refer to the expandable tab and the mini map as the
navigator.
Navigator Hidden
[0531] If the player does not need to use the navigator then it is
unnecessary for it to take up precious screen space. Therefore, in
one implementation the navigator is only in full view when the
player needs it; the rest of the time it is hidden with only a
small part of it showing, see FIG. 56. Clicking on this small part
will expand the navigator (see FIG. 57) and let the player use it.
Clicking on the same part again will once more hide the navigator.
In one implementation, when the navigator is hidden, a small tab is
placed at the bottom right edge of the screen which will in turn
expand the navigator when clicked on, see FIG. 58.
Navigate within an Area
[0532] When the navigator is expanded, the player is provided with
a mini map showing an area of the map. The player can press
anywhere on the mini map and when doing so the main view will jump
to the same location. The player may also press and drag the mouse
up or down over the mini map which will then simultaneously scroll
the map in the main view.
[0533] FIG. 59 illustrates one implementation of the navigator
where there is no more area of the map further down but there is
more to view further up (in this implementation that is indicated
by a cloud). Pressing somewhere else on the mini map will jump to
the same place in the main view.
[0534] FIG. 60 illustrates how the main view has changed as the
player has clicked or scrolled to a new place on the map.
Navigate Between Areas
[0535] A map may sometimes be too large to fit on a mini map, at
least if the player is to make any sense of what it is displaying.
One way to solve this problem is to divide the map into areas and
on the mini map only show one area at a time.
[0536] In one implementation there are clouds on the bottom and/or
on the top of the mini map to indicate that there is more to be
seen. Pressing one of the arrows, which are placed on the clouds,
will take the player to either the next or previous area of the
map.
[0537] The arrow can be pressed both on the mini map and in the
main view, see FIG. 61 and FIG. 62. If changing area on the mini
map, the main view will also jump to the next area. If the player
reaches the end of the map, unused areas of the mini map will be
clearly marked and therefore indicate to the player that the map is
ending. The player can not scroll past this point, see FIG. 63.
Jump to Specific Levels
[0538] Even when being able to scroll and click to desired
locations on the mini map, it may still be difficult to find a
specific spot on the map. There are several implementations to make
it easier for the player on this point.
[0539] In one implementation, if the player for example wants to
jump to the furthest reached location on the map, then there is a
home button which will take the player there directly. Pressing the
home button will not only take the player to the current location
but will also hide the navigator, giving the player a full view.
With the home button, the player can always find their active
location in the blink of an eye.
[0540] FIG. 57 displays one implementation where the home button is
placed in the bottom right of the navigator with a house symbol on
it. Pressing the button will take the player to the furthest
reached location.
[0541] In an alternative implementation, the map will also be
zoomed in when the player presses the home button and jumps to the
furthest reached location; this is illustrated in FIG. 64.
[0542] Another implementation may be to offer the player filtering
and multiple choices of where to jump on the map. There could for
example be an icon which when pressed lets the player choose
exactly which level to jump to. There could also be an alternative
to receive a list of levels the player can jump to which satisfy
certain criteria, for example all levels with limited moves and
ingredients in them. The filter could offer many kinds of choices.
FIG. 65 shows an alternative implementation of the navigator
offering multiple choices and filters.
Zooming in and Out on the Map
[0543] The player may not only navigate to different locations on
the map but can also be presented with the possibility to zoom in
and out. If playing a game on a touch screen device, pinching ones
fingers on the screen would make the map zoom out, see FIG. 66.
Zooming in on the map would require the fingers to spread out from
each other, the opposite of doing a pinch gesture, see FIG. 67.
[0544] Having a zoom in/out function can help the player get an
overview of a map while at the same time being able to see details
and other various interesting parts of it which are connected to a
specific area or position. Furthermore, zoom in functions on a
touch screen device can be helpful if there are interactive parts
that may feel to small to press properly. Zooming in makes it
easier to target and interact with desired object.
Theme
Overall Theme
[0545] The overall theme of Candy Crush Saga lends a special
atmosphere to the game. Everything is candy-themed with bright and
warm colours used in all animations and pictures. The words used
for encouragement throughout the game, such as `sweet` and
`delicious`, serve as an example of the candy-theme.
Individual Areas and Level Progression
[0546] As the player progresses in the game, new areas/episodes are
unlocked. Each episode has a related story and often a mini-theme
that is present in at least some levels in the area. Also, the same
background picture is used in all levels in the same area. When
reaching a new are the background image will change. Each episode
also has a specific colour which is used in the virtual
landscape-view to show the different episodes.
[0547] The episodes all have different names, each with a
candy-theme to it for example Candy Town, Candy Factory, Lemonade
Lake, Chocolate Mountains, Lollipop Forrest and so on.
[0548] Within each episode there is a set of levels. The division
of levels between the episodes is not entirely linear. The first
two episodes consist of ten levels each, while episodes three and
onward each consists of 15 levels each. This makes it easier for
the player to advance in the beginning, something that can be
important for player retention and engagement.
Path
[0549] In the virtual landscape, the player follows a virtual path
as the game progresses. After completing a level, the next one
becomes unlocked and the player `travels` there on the virtual map.
There is an indicator showing which level the player is currently
on; in one implementation the indicator is in the form of an orange
arrow bouncing up and down.
[0550] The virtual landscape is divided into areas, each area
representing a different episode of the game. The episodes are also
coloured differently, with one colour being used consistently
throughout one episode/area. The end of an episode is marked by a
special kind of obstacle that can only be passed with the help of
three friends, or through a purchase. In FIG. 4 this obstacle is
depicted with three question marks inside a rectangle with inverted
corners. When passing these kinds of obstacles, there is a
celebratory animation accompanying the passage to signal that the
player has progressed into a new episode of the game.
Unreached Areas
[0551] In the virtual landscape (see FIG. 4), levels that have not
yet been reached by the player are shown in a different way than
levels already accessible. There is also a difference between
unreached levels in an unlocked area and unreached levels in areas
not yet unlocked. As can be seen in, areas that have not yet been
reached are greyed out. This furthers the experience of giving
players a sense of accomplishment when reaching a new area, since
it is reflected by the virtual landscape actually changing
slightly.
Collaboration Blocks
[0552] As already mentioned, there are special obstacles that
hinder the player from reaching new areas in the game. These
obstacles are `collaboration blocks`, which means that the player
needs to receive help from friends in order to pass. One such
implementation can be seen in FIG. 86. Help from friends can be
requested through a social network, and the new area will not be
unlocked until three friends accept to help. This is a way to
increase viralisation as well as player engagement. By helping each
other players get a sense of collaboration, as well as it being a
competitive element to remind the player how far friends have
come.
[0553] It is possible to circumvent the need of having friends to
help pass into the next area by instead paying for it. The amount
that has to be paid can be reduced by having some friends help,
even if the required amount of help for passing without paying is
not reached. For example, if one friends help the player has to pay
more than if no friends help, if two friends help a lesser amount
has to be paid than if one friends help, and if three friends help
the player does not need to pay at all.
[0554] When reaching a collaboration block, which is at the end of
each episode in the game except for the first two, the player is
prompted to select which friends to send requests to. The friends
need to have Candy Crush Saga installed in order to be able to
provide help, but it is possible to send requests to friends who do
not yet
[0555] To travel from one stage to another once all the levels have
been completed on that stage requires the help of three friends.
These friends can already be playing the game and do not have to be
`new` players. However, instant access can also be bought using a
virtual currency. Friends can be asked for help either by clicking
the `Ask friends for help` button, or by the `+` sign to the right
of the buttons. Once the stage has been unlocked with the help of
the three friends, all the levels within that stage are unlocked
too.
[0556] The user can choose to request help from only selected
friends or to send a request to multiple friends. There can be a
limit to how many friends the player can send the request to and
also a limit in time before the user can send a reminder or similar
request.
[0557] The request for help is sent to the friend who then has the
option to accept to help or to decline to help. The request can in
one implementation be sent using the social network to which the
game is connected; an alternative implementation is to send the
request to someone external to the game (via email, text message,
instant message for instance) who has to join the game to respond
to the help request. This is one of the viralisation techniques
implemented in this game.
[0558] FIG. 86 shows an implementation where three friends who the
player has requested help from have enabled the played to unlock a
new stage. Each of the friend's avatars appear on the screen, with
their names underneath the avatar and a tick next to the picture to
show that they have accepted the player's request for help. This
allows the player to start playing the newly unlocked levels in the
new stage.
Mystery Quests
[0559] The inventions may be implemented with ways of getting past
a collaboration block other than asking friends for help and paying
for it, which are the most common ways of passing a collaboration
block. This can be done through to use of `Mystery Quests`, which
gives the player the option of completing one or several challenges
to unlock the block. Such challenge can for instance be to play one
or several past levels with modified goals in order to pass the
collaboration block, for instance three levels--one for each of the
locks.
[0560] These challenges are typically in the form of replaying a
previously completed level but with a new goal to reach, for
instance a target high score. In a typical implementation, the
score requirement is higher than it is for playing the level
regularly, and also no other goals need to be fulfilled. For
example, if the player gets to replay a level with jelly with a new
target high score, the player would not need to remove the amount
of jellies specified as long as the target score was reached.
[0561] In a typical implementation this option to pass a
collaboration block in the game is available in three cases; if the
player is not connected to the Internet, if the player has not
connected the game to a social network, or if the player is not
connected to either a social network or to the Internet. If the
player is not connected to either a social network or the Internet
then the other options available for passing the block, such as
sending requests to friends, cannot be used. However, it is
possible to have this option available to users connected to both a
social network and to the Internet as well. FIG. 87 shows the three
options typically available for passing a collaboration block.
[0562] It is possible to combine the ways of passing a
collaboration block. For instance, completing one Mystery Quest
could make it so that the player only has to request help from two
friends once a connection to a social network has been established,
or that the player does not need to pay as much for purchasing a
way through the collaboration block.
[0563] In some implementations, Mystery Quests are not tied to
specific collaboration blocks. For example, if the player reaches a
collaboration block and completes a Mystery Quest, then connects to
a social network and receives help from three friends, the player
will only have to complete two Mystery Quests the next time that
option is chosen to pass a collaboration block. If the player then
only completes one more mission, and then goes on to receive help
from friends or purchase a way through, the third time a Mystery
Quest is chosen as a way to pass a collaboration block, the player
only needs to complete one level.
[0564] If the player chooses to play the mystery quest to pass the
collaboration block, the player will be taken to a screen showing
three symbols representing challenges to be completed, as well as
specifications regarding which level is to be played and what score
is required to pass the first challenge. This can be seen in FIG.
88. In a typical implementation, the game randomly chooses a
previously completed level and increases the score required to pass
it. In other implementations, the Mystery Quest levels can be new
levels that the player has not completed before.
[0565] If the player chooses to continue with the quest, another
screen is presented, allowing the player to choose boosters. This
screen is very similar to a regular pre-level screen, with the
difference that instead of the level number it says `Mystery
Quest`, instead of three stars it shows a special padlock
indicating that it is a Mystery Quest, and a special symbol in
front of the target score to further indicate that it is a Mystery
Quest and not a regular level. One implementation of the pre-level
screen for a Mystery Quest can be seen in FIG. 89.
[0566] If the player chooses to play the Mystery Quest level, the
game proceeds to the game board screen and the player can start
playing. If the player fails to achieve the target score, a pop-up
shows why the player failed. In some implementations using levels
previously completed as Mystery Quests, the regular goals for
completing the level are listed as a reason for failure as well as
failing the target score, as can be seen in FIG. 90. However, even
though this is shown as a reason for failing the level, the player
will in a typical implementation complete the Mystery Quest as long
as the target score is achieved, even if the other goals of the
level are not. In other implementations, the player can be required
to achieve both the target score and other goals for the Mystery
Quest to be completed.
[0567] However, if the player manages to achieve the target score
on a Mystery Quest, the level will be completed. Completing a
Mystery Quest level will take the player to a post-level screen
similar to a regular post-level screen but with the same
differences as the pre-level screen. One example of such a
post-level screen is shown in FIG. 91. After this there will
typically be an animation to signal that the player has completed
the level, such as the padlock going from being locked to being
unlocked. There can be other ways to show a post-level screen after
the animation of unlocking the padlock has been shown.
[0568] After completing a Mystery Quest and pressing `Done` on the
post-level screen, the player is typically taken back to the main
Mystery Quest screen. This screen will then show the player the
overall progress with the Mystery Quest, which in a typical
implementation consists of three levels. In FIG. 92 it can be seen
that the player has completed the first quest, and that the next
one will become available after a certain period of time, 23 hours
59 minutes and 46 seconds in the figure.
[0569] In some implementations, the player needs to wait 24 hours
between completing each of the three levels of the Mystery Quest.
In other implementations, the wait time could be less or none at
all. It is also possible to use other criteria for accessing the
next Mystery Quest, such as getting more stars on previously
completed levels.
[0570] Typically the player will use a life for each failed attempt
of clearing a Mystery Quest level, just as is the case with regular
level. It is also possible that the Mystery Quest levels do not
affect the player's life total, or that it uses up another kind of
resource as such as boosters.
[0571] It is possible for Mystery Quests to be used for other
reasons than to pass a collaboration block. For instance, there can
be bonus levels within the game that can only be accessed through
completing Mystery Quests. In some implementations, Mystery Quests
can be a way for players to earn boosters in the game without
having to purchase them. It is also possible that Mystery Quests
are only available at certain times, such as between 9 PM and 10 PM
each day or on specific days.
[0572] Alternative ways to connect with other players for help or
other requests For players who are not connected to friends through
a social network, or players who are connected but only have very
small social networks, an alternative way is to connect them to
other players (if they want) and find proxies for the social
experiences that existing networks provide.
[0573] It is important to allow players who otherwise would be
stuck at a collaboration block or other social interaction tools to
also be able to progress in the game. This is important to minimize
the churn and to allow the game to be a fun experience for a larger
portion of the players.
[0574] One such implementation is to drive installs of the game
using new channels--SMS, E-Mail, Twitter etc. This will boost DAU,
create engagement by creating social connections and communication
channels with those connections. It may also increase revenue by
keeping players in the game.
Overall Structure
[0575] This alternative approach may be used for interaction for
instance when a player reaches a collaboration block or runs out of
lives. The game prompts player to "ask for help" from other players
based on some user derived player characteristics such as location,
player game experience. The player gets a prompt to get help with a
generated but editable alias and they "send" the message. If the
player's Push Notification (PN) settings are set to off include the
requirement to turn PN on. The client registers the player request
user ID with the server. Server generates a response granting the
user request, on a random basis, from 5 to 55 minutes from request.
And sends a PN to player. After the player has completed a single
loop--request-PN-request grant. They become capable of receiving
help requests when they launch the game.
Feature Description
[0576] When a standalone player (a player with no or only a few
`friends` connected to the game or to a social network) reaches a
blocker in the game, this alternative approach gives them a way to
extend their game play by asking for help. Players will be able to
select where they ask for help from, through SMS, Email, Twitter
etc.
[0577] Upon Completion of the loop, they will receive the requested
help allowing them to continue in the game.
[0578] This approach can be used for collaboration blocks, that the
player can request lives, request other help in the game. It can
also be implemented so that the player can send invitations to the
game and if the recipient will join the game then the inviting
player may get a reward.
[0579] Exemplary flows and steps in the implementation can be seen
in FIG. 93, FIG. 94, FIG. 95, FIG. 96, FIG. 97 and FIG. 98.
[0580] The player that receives the request for help can click on
the link on for instance his mobile device or computer.
[0581] The recipient will be taken to the link destination where
the client device is detected and it is identified whether the
player has already installed the game on the device. An exemplary
overview is seen in FIG. 99. This can for instance be done using a
so called URI scheme as described below. If the recipient does not
have the game already installed he is taken to the appropriate
webpage or application store to download or activate the game. This
can for instance be the Apple or android app stores or to the
Facebook app page. There are different options available to
implement this functionality and the identification of the device
can be done on the specific device or on the server. The player
that has sent a help request will be notified when he has received
the requested help. The help request experience can be seen in FIG.
100.
Further Explanation
[0582] When a player has run out of lives or is stuck at a
collaboration block he or she can send a request for help via SMS.
The SMS consists of a short message describing what help is wanted
and a link. The message and link can be sent to one or more
receivers. The link contains info on who sent the request, what the
request was for and a timestamp. When the receiver clicks the link
the required help is sent. Link usage is kept track of in the
database so a link cannot be reused by the same user. If the player
does not get help within a certain time span he or she gets help
from themselves (looks like someone helped them). This is only to
reward the behavior of asking for things and its use is
limited.
The Link Payload Consists of:
[0583] 5 bytes user ID 1 byte transport medium and request type 2
bytes arguments (timestamp for life requests, episode and level
index for collaboration blocks)
[0584] The data is then encoded in Base64, / is replaced by _ and =
is replaced by empty string. The link is a normal http link.
Nothing is stored server side until the receiver clicks the
link.
[0585] Push notifications are used to close the loop and are also
limited per 24 h period. In some implementations they are not
needed for the help to get sent.
7.1 Notifications
[0586] Players can choose to be notified of certain events in a
game. The notifications may be both `pushed` as well as only
available once a player logs into the game. Notifications can be
sent on both stationary computers and mobile devices, depending on
the players platform of choice. It is also possible to have
notifications that stretch across multiple platforms, for instance
they can pop up on both Facebook and on a mobile device at the same
time.
[0587] `Push technology` and subsequently `push notifications`
describes communications in which transaction requests are
initiated by a publisher or central server, as opposed to `pull
technology` in which the receiver or client initiates a transaction
requests. Typically the player can configure in which way push
notifications should be received from a range of available options,
such as:
[0588] Banners--Notifications are shown at the top of the screen
and automatically disappear after a set period of time, typically a
few seconds, unless the player interacts with them. A typical
implementation of a banner notification can be seen in FIG. 101.
Banner notifications can state information regarding the
notification, or it can simply state which game the notification is
coming from. It is in a typical implementation possible to interact
with banner notifications, for instance by clicking on them.
Typically clicking on a banner notification will bring the player
into the game.
[0589] Alerts--Notifications require interaction from a player
before disappearing, typically they appear in the middle of the
screen. A typical implementation of an alert notification can be
seen in FIG. 105.
[0590] No notifications--The player can also choose to turn of
notifications altogether.
[0591] In a typical implementation the player can choose which
events to be notified about. FIG. 102 shows the settings where a
player can choose to be notified about certain events. In some
implementations, the player can be choose to be notified when a new
Mystery Quest is available, or when the player has full lives. In
other implementations, the player can choose to be notified
regarding a variety of different events, such as the following:
[0592] When a friend passes them in the level progression. [0593]
When their score is beaten on a specific level or on any level.
[0594] When new levels have been added to the game. [0595] When
help has been received. [0596] When help has been requested. [0597]
When a new friend, either from a social network or from a game
platform, starts playing the game. [0598] When they have not played
for a certain period of time. [0599] When the game has been
updated. [0600] When new games from the same developer have been
added to the application store. [0601] When there are special
offers in the in-game shop.
[0602] FIG. 103 shows one implementation in which the notification
settings are turned off and FIG. 104 shows a similar implementation
where notifications are turned on.
[0603] In a typical implementation, the player can choose to
interact with notifications in various ways, some of these are
shown in FIG. 105, for example: [0604] Silence the notification
temporarily but keep it available. [0605] Dismiss the notification
entirely so that it is removed and cannot be seen again. [0606] Go
directly to the game and start playing. This can in some
implementations be done by automatically starting a specific level,
for instance in the case a friend has beaten the player's score on
a level or if the player has been passed. [0607] Directly respond
to the notification, for instance if a friend has requested help,
the player can respond directly by one click that allows them to
send help without actually going through the game interface.
[0608] In some implementations where notifications are pushed, the
player will only get the first notifications pushed, subsequent
ones will not be seen until the player chooses to acknowledge the
first one. This is because players should not feel irritated or
overwhelmed by notifications.
[0609] Notifications can also be implemented so that they
synchronise across platforms. For instance, if a player has been
notified about an occurrence it can be sent to both a mobile device
and the Facebook platform, but after acknowledging the notification
on one platform it also disappears from other platforms.
Notifications can be sent in various ways, for instance: [0610]
Email message [0611] Message sent through a social network to which
the game is connected [0612] Through a message sent on the game
platform [0613] Through a text message, for instance sent to a
mobile device [0614] Phone call
Level Nodes
[0615] In the virtual landscape, levels are not simply represented
by numbers signifying which level it is. There are also symbols
that correlate to each game mode, depending on what the goal is in
that mode. There are five different symbols: [0616] Orange button,
one arrow pointing to the left and one arrow pointing to the right:
Signifies a level in which the player has to gain a certain amount
of points in a limited number of moves. [0617] Blue button with a
square of jelly: Signifies a level in which the player has to
remove all the jelly. [0618] Green button with a downwards pointing
arrow: Signifies a level in which the player has to bring down
ingredients. [0619] Purple button with an hourglass: Signifies a
level in which the player has to fulfil certain criteria within a
limited amount of time. [0620] Pink button with a tick on it:
Signifies a level in which the player has to remove certain amounts
of specific candies, or make specific combinations of regular and
special candies.
Thumbnails
[0621] In the map view, the player can hover over an unlocked level
to display a thumbnail of it, see FIG. 4. This makes it easier to
find specific already completed levels, and can also give the
player an idea of what to expect before actually starting a level.
Thumbnails cannot be displayed for levels that have not yet been
reached. If trying to view one of these a symbol of a padlock will
be in the place the miniature version of the level is supposed to
be.
[0622] The thumbnail can also display how well the player has done
on the level if he has played it previously. This can for instance
be represented with the number of stars the player has received on
that level, the actual score or some other indication.
[0623] The thumbnail can also display the player's position on the
high score table in relation to the player's friends or showing
what friends are on the high score table. This can be a driver for
the player to replay the level to beat one of the friends.
Stars Next to Level Nodes
[0624] In order to give players a better overview of their progress
and overall performance in the game, Candy Crush Saga shows the
amount of stars achieved on a level adjacent to the level node.
When hovering over a level node, the stars are instead displayed
adjacent to the thumbnail.
Social Aspect
Connection to a Social Network
[0625] Games created using the invention described herein can be
connected to or linked with a social network such as Facebook.TM.
or Google+.TM. or a games platform with different players who can
interact and see each other's progress. It is common that the users
on such networks have avatars with for instance a photo of the user
and/or the user's name. Such avatars can for instance also be a
sign or a figure.
[0626] The social network can be located on a server that is
different from the server on which the game is located, the game
and the social network can also be located on the same server. In
some implementations there is a direct live connection between the
social network and the game platform that continuously synchronise
them, in other implementations the two platforms synchronise at
certain intervals, such as when the player logs into the game. The
players progress when having played in offline mode (for instance
completed levels and score), for instance if the player is
travelling in a tunnel, can be synchronized when the player is
connected to the internet.
[0627] The user and his friends' avatars can be displayed in the
game or in relation to different levels in the game to show the
player's progress. The avatars can also be shown in relation to
indicators of the player's skill level or high score. In some
implementations the avatars can be derived from a social network to
which the game is connected, in other implementations they can be
derived from a database related to the game. It is possible for the
avatars related to users to change depending on the overall
progress or performance in the game. For instance, an avatar can
become larger or more visually advanced as the player plays the
game for a longer time.
[0628] The user can connect with other users of the social network,
either as "friends" on the social network or as "friends" within
the game environment. The player can interact with other players he
is connected to on the social network or who are playing the same
game.
[0629] The game can be implemented to synchronize game state
information and/or retrieve and connect to the social graph
information and user profile of the player on a social network. It
can also be connected to a proprietary network related to the game
or the game developer.
[0630] The game can also be implemented so that it is connected to
a plurality of social networks. The user can be given the option to
select what information that can be derived and shared with which
social network.
[0631] One example of how the game can be connected to a social
network is the Facebook.TM.'s Open Graph API allows websites and
applications to draw and share information about more objects than
simply people, including photos, events, and pages, and their
relationships between each other. This expands the social graph
concept to more than just relationships between individuals and
instead applies it to virtual non-human objects between
individuals, as well. A game can typically share in-game events
such as that a level has been completed, that a player has passed a
friend in the game or beaten a friend's high score on a level. The
game can also post events, such as that a player has purchased
objects in the game or received objects from other players of the
game.
High Score List
[0632] When showing the pre-level screen, players are presented
with the highscores of friends. This gives an opportunity to know
beforehand what to aim for, and is something that increases the
competitive element in the game. The information about friends'
scores is derived from a social network connected to which the game
is connected. It is important for further increasing the engagement
and of players and to some extent viralisation, since players are
constantly being reminded about the performance of others, which
can incentivise players to try harder.
[0633] In some implementations, each area in the game can have a
`Candy King`, meaning the player within a network of players that
has the best performance on the levels in that area.
Friends' and Player's Progress Showing on Virtual Path
[0634] Another feature in the game that increases the competitive
element is that friends' progress on the virtual map is shown. Even
if the player has not unlocked or reached the areas in which
friends are playing, their progress can still be shown by means of
a picture associated with the player being displayed next to the
level they are currently at, see FIG. 4.
[0635] It is also possible to invite new players to play the game.
These can be invited through the game platform or through a social
network to which the game is connected. In some implementations,
the game suggests which players to invite. This suggestion can for
instance be based on if the players have played other games from
the same developer, if they are active on a social network or if
they seem to like other games in the same genre. It is also
possible for the suggestions to be based from data related to a
social network, such as how often they interact with other players
or how often they log in to the social network.
[0636] One aspect that increases the competitive element of the
game is that messages can be sent to friends, for instance related
to beating their scores or passing them in terms of overall level
progression. In some implementations, the game prompts the player
to send a message to signal that a friend has been beaten. This
message can be edited by the player, or it can be a pre-defined
version suggested by the game.
[0637] The messages can be generated on a server hosting the game
or on a server hosting a social network to which the game is
connected. Information used in the message can for instance be
derived from one of the databases to which the game is connected or
from databases related to networks to which the game is
connected.
Sending Gifts
[0638] One aspect of Candy Crush Saga that increases the
viralisation and engagement of players is the ability to send gifts
to other players, which help them in the game. It is possible to
give certain gifts for free, such as one extra life. The option to
send free lives is available for instance through the pre-level
screen and the post-level screen. When starting the game, the
player is presented with a list of friends to send lives to, as
FIG. 68.
[0639] After this screen, the player is presented with new
messages. Gifts sent from other players are displayed under
messages, and certain free gifts such as lives can easily be
reciprocated. In FIG. 69, clicking `Accept` would automatically
send a life back to the friend who sent one.
[0640] In some implementations the game prompts players to send
lives to other players that have run out of lives. When a player
completes a level after receiving help from a friend, a `thank
you`-message can be sent to that friend, either automatically or
manually. This message can contain an item of value. In some
implementations the player helping another player can get other
benefits, such as special symbols or marks being displayed next to
their names. Recognition is another benefit that can be awarded to
players who help others.
[0641] In the mobile version of the game, the player is presented
with messages when logging in. Messages that are presented can be
related to the player receiving lives and friends requesting lives.
This is shown in FIG. 70. After receiving a life from a friend, the
player is asked to send a life back. If choosing to send a life
back in response, the friend who originally sent it will not get a
request to send back yet another life. So, this chain of events has
two steps if a player starts out by sending a life without request;
step 1 is sending a life and step 2 is the recipient sending a life
back in response. If a player starts with requesting a life, the
chain of events has three steps; step 1 is requesting a life, step
2 is receiving a life, step 3 is sending a life back in
response.
[0642] It is also possible to buy gifts in the Yeti shop and send
these to friends. Such gifts are in the form of boosters that can
be used either during a level or before a level.
Sending Extra Moves to a Player that is Stuck on a Level for a
Certain Number of Days/Failed Attempts
[0643] Another way of helping friends is to send extra moves. This
is not something that is possible to do to all players at all
times, but instead certain criteria must be fulfilled. The criteria
are related to how long a player has been stuck on the same level.
When selecting the icon `Play with Friends`, a list of friends is
presented, see FIG. 71. Some of these friends will have been stuck
on a level for an extended period of time, and the player then has
an option to help these players by sending three extra moves, free
of charge. These moves are different from the booster giving five
extra moves, not only because the amount of extra moves is lower,
but also because the booster is only usable and available on a
specific level. This is a way of facilitating the harder levels of
the game by receiving help from friends.
[0644] The game can also prompt the player to send extra moves to
friends that have been stuck on the same level for an extended
period of time. In some implementations, this period of time is two
days. In other implementations, the criteria for a player being
stuck is related to the amount of times they have tried and failed
a level. The prompting is for instance done when a player logs onto
the game, as shown in FIG. 72. This increases engagement by helping
players when the game is particularly difficult, and also adds a
sense of collaboration and community among players. When a player
has received extra moves this is indicated by a ribbon enveloping
the node of the level in which the moves can be used, see FIG.
4.
[0645] In some implementations, the player can receive help from
multiple friends. Help from multiple friends can be used at the
same time or subsequently. When a player completes a level after
receiving help from a friend, a `thank you`-message can be sent to
that friend. This message can have different implementations, such
as the ones described in the passage above about a thank-you
message related to sending lives.
[0646] Candy Crush Saga has a storyline that runs through the game.
The main character is a little girl that goes around helping and
defeating various creatures. At the start of the game, as well as
at the start of every new episode, there are animated sequences.
These sequences tell the story of how the girl goes around the
world of Candy Crush Saga and how she overcomes obstacles that are
presented to her. FIG. 73 shows an example of an animation that is
displayed at the start of a new episode.
[0647] In some implementations, an area will start off as being
slightly dirty with a sad atmosphere, to become colourful and full
of love and warmth as the player progresses through the levels.
Areas become even more happy and colourful as the player earns more
stars, even on previously completed levels.
Invite Friends
[0648] The player may in some implementations select subgroups of
all available friends or filter the friends to only show the
friends that also are playing the game. An exemplary implementation
is shown in FIG. 74, FIG. 75 and FIG. 76.
[0649] The friend selection may appear when the player is to send
requests to other player or ask for help. Exemplary implementations
may include: [0650] Send moves pop-up [0651] Send lives pop-up
[0652] Invite friends pop-up [0653] Other pop-ups which prompts the
player to select friends
[0654] By way of example one implementation where the player can
select to filter the friends may be based on a certain criteria
such as the level of interaction the friends have had in the past
or the skill level or progress in the games. These different
criteria are illustrated with a pre-filtering in three tabs in a
pop-up window in the game. This popup window can be automatically
initiated by the game, or requested by the player through for
instance pressing a button in the game.
[0655] The list of friends may be populated from friends of the
player that are also active in the game or only from friends on a
social network. FIG. 74 shows the first tab open where friends from
a social network who have installed the game are listed. In one
implementation the default mode is that no friends have been
selected. Clicking on a friend's picture or name will select that
friend and a tick mar may appear to indicate that it has been
selected.
[0656] Listed friends may be prioritised in the way they are shown
in the list to the player. One such criteria in which the order of
the listed friends show may be if they have paid for something in
the game. Within that group players may be higher ranked if they
have spent more money or if they have spent more money within a
specific time period. Another criteria may be that the listed
friends have been active in the game within a certain time period
or with a certain activity level. Another criteria may be that the
listed friends are ranked base don how many total game invites they
have received to date, highest first.
[0657] If the user has no friends playing the game, this tab may be
renamed `Friends playing other games` and the same prioritisation
may be applied to these game network players.
[0658] If the user has no friends at all playing games according to
the filtering criteria then the tab may not appear.
[0659] The next tab in FIG. 75 shows all friends the player has
connected with in the social network.
[0660] The third tab shown in FIG. 76 shows friends on the social
network that the player previously have sent a request to. Only the
friends that have not yet responded to the request are listed here.
In an alternative implementation only the friends that have not yet
installed the game may be presented in this tab. The player may
tick some of the friends to indicate which to send a reminder
to.
[0661] The friends listed in the different tabs may be prioritised
further. The following refers to the tabs `all friends` and `remind
friends` but the person skilled in the art will understand that
this may in some implementations also be applied to other filtered
groups.
Friends are Prioritised in the Following Way:
[0662] 1. Paying players within the game company's network, in
order of CLV (customer life-time value) (highest CLV first), then
in order of the invites received to date for the current game
(highest first) 2. Non-paying players within the game company's
network, in order of CLV (if CLV is >$x; highest CLV first),
then in order of invites received to date in the current game
(highest first) 3. Non-users of the game company's network (in
order of invites received to date in the current game, highest
first)
[0663] Ideally, this list should be easy to reorganise. E.g. in
month 1 the focus might be on virality, so we would prioritise the
game network's players known to be viral, but in month 2 we might
want to focus on monetisation, so we would want to prioritise the
game network's players who spend a lot.
[0664] Prompting invitees may be stopped at some point so that they
are not being spammed. For instance, invitees who have received
>10 invites should no longer appear in the list.
Customising Friend Selection Pop-Ups
[0665] Friend selector pop-ups may be customized according to two
factors: (1) the user who sees them, and (2) the current priorities
of the game environment where it has been implemented.
[0666] For example: the game team wants to push monetization, so in
the `Send moves` pop-up the user's friends are arranged according
to their spend, and so only friends with the highest spend appear
in the pop-up.
[0667] The standard implementation for showing popups is to show
all friends. Reasons for customizing the popups can be several:
[0668] Increase spend (e.g. prioritise friends with high spend/CLV)
[0669] Increase retention (e.g. prioritise inactive friends) [0670]
Increase requests sent (e.g. prioritise viral friends) [0671]
Increase CTR on notifications by improving targeting (e.g. by
increasing relevance to recipient)
[0672] All these give the game developer an additional tool to
optimise performance of a game.
What Information can be Used for a Typical Implementation?
[0673] The players may be ranked according to a set of measures.
For example: [0674] Spend (for example how much has this player
spent on in-game items over a period of time) [0675] Virality (for
instance how active is this player responding to notifications,
help requests and other in-game viral effects) [0676] Activity (for
instance how active this player is playing the game; when did the
player last play or how many levels have the player played)
[0677] These may also be combined--e.g. if the game team wants to
reactive lapsed spenders, they might want the send moves pop-up to
display each user's friends in order of spend, but to display only
users who have been inactive for 10+ days.
Examples of Implementation in a System
[0678] There are many possible approaches. Customisation could be
approached on a game-specific basis, using only information
relating to a single game (e.g. the game could customise pop-ups
using only the game's data): This information is stored in the
game's own database. But customisation may be much more powerful if
it used data from across the games company network, using data from
all games. That information is typically stored in a database.
How can we Use that Information to Support Customisation?
[0679] Customisation on a game-specific basis--the server creates
the user rankings based their past behaviour in the game, and that
determines which users the server sends to the client. The client
would simply display the users selected.
[0680] Customisation on a game company network basis--we create
user rankings based on information taken from a database, covering
all their activity within the game company network. The rankings
would be stored in a system, would be updated at least on a daily
basis, and would be available to all games using that framework. An
individual game's servers would pull the rankings out of the
system, and determine which users to send to the client. The client
would simply display the users selected.
Music, Sounds and Effects
[0681] Candy Crush Saga has both music and other audio effects that
are important for the overall feel of the game. All sounds and
music have the same warm feeling to them as the colours and
animations.
Sounds and Effects
[0682] Audio effects are always played as soon as something is
happening in the game whether it is due to an input from the player
or if it's some kind of automated event. For example, an automated
event could be when the user starts the game and a pop up appear
suggesting that the player should send gifts to friends. When this
pop up appear there is a discrete swishing sound to make the player
aware that something happened. Another automated event could be
before starting a level and a message screen shows up saying what
needs to be done to pass the level before it automatically
disappears again.
[0683] For all objects that can be interacted with in the game,
there is always either a visual notification, a sound, or both, to
let the player know that something in the interface can be
interacted with. For example, in one implementation there is a shop
icon that highlights, starts swinging and lets off a short sound
when the mouse is hovered over it.
[0684] The sounds played to give indication of interactable objects
are always non-disturbing sounds that the player does not even
think about are there unless someone points it out to him.
[0685] Sounds and effects are not only there to indicate when an
interaction is possible. They are also present when something is
being or has been interacted with, for example a click on a button
would make a certain sound and sometimes change the appearance on
some of the buttons available. FIG. 77 shows one implementation
where a play button looks like a wrapped candy and when pressed the
wrapper on the button becomes wrinkled.
[0686] Clicking on a candy when playing a level would also give a
visual notification. In one implementation the candy would be
highlighted and so the player will know what candy has been chosen.
In another implementation a frame would appear around the chosen
candy, see FIG. 78.
[0687] When making different kinds of switches there are also
different kinds of sounds and animations connected to these. There
is one sound if the player tries to make an invalid move, another
sound for a match of three, yet another sound for a match of four
and so on. When candies are removed there is a small animation of
stars in the emptied space. This adds to the visual feeling of the
game.
[0688] The game encourages players to make good moves, and the
sounds made when generating special candies are triumphant-sounding
and can give players a feeling of satisfaction.
[0689] Triggering special candies also have their unique sounds and
visual effects. Animations with lines and stars are shown to
emphasize how good it is to use these in the game and how much it
helps the player. FIG. 79 shows a collection of several
implementations of animations that are shown when various game
elements are being triggered or removed.
[0690] If getting a cascade of matches falling one after the other
then there is yet another sound together with a message shown on
the screen saying either `Delicious`, `Divine`, `Sweet` and `Tasty`
depending on how many matches were made with only one move.
Together with these visual messages there is a voice saying them
out loud in order to compliment and motivate the player and as a
result adding more feeling to the game. The same thing happens when
completing a level, there is a voice and a message saying `Sugar
crush!` in order to make the player feel like a good player.
Background Music
[0691] Music is constantly played while displaying the virtual
landscape as well as when showing the game board. There can in some
implementations be different music playing in a level compared to
when viewing the virtual landscape.
[0692] Candy Crush Saga has implemented a background music that
creates a state of mind of the player that is desirable to optimize
engagement, virality and monetization.
[0693] The music is a waltz. [0694] dance music--human body is
naturally inclined to `dance` along (even if just subconsciously)
[0695] strong beat falls approx. every second, feels in time with
heartbeat, adds to sense of internalising the music [0696] the
whole thing works on a subconscious level to keep the player
involved in the game--mentally/subconsciously the player
sings/dances along [0697] first few levels: whistle [0698] addition
of `human` sound is clever--adds a level of reality to an otherwise
surreal/virtual game [0699] functions as question and answer
(whistle provides the answer/response to the opening instrumental
question) [0700] leads the player to subconsciously `fill in` the
answer along with the whistle [0701] all this, again, increases the
level of absorption in the gaming experience The In-Between Level
Music (i.e. on the `this is Your Score` Pages)
[0702] Weird and jarring descending passages in an unusual
mode--creates a slightly unpleasant and jittery feeling after the
contrasting happy/swinging/jolly music of the game
play->subconsciously makes the player speed up and get onto the
next gameplay screen where `normal` tonality and harmony
resume!
The Speed of the Music in Gameplay Mode--
[0703] a waltz has three beats in a bar (ONE two three ONE two
three ONE two three, etc.) [0704] although strong beat of the waltz
falls every second, giving impression of gentle calm pace, the
actual beats (one, two and three) are quite fast (i.e. three to a
second)--this speed in the music creates a pressure on the player.
[0705] so the player is really absorbed in game and music, and is
unwittingly spurred to play quickly (increasing the pressure,
feeling of challenge, thrill, excitement, whatever you want to call
it) because of this constant push from the music's tempo. Still
there is a calm feeling. [0706] The music experience is subtle, sly
and effective!
Synchronization Between Devices
[0707] Three platforms in particular are changing the way people
expect games to be played. These three platforms are growing at the
same time, and provide new input possibilities. To date, games have
not absorbed all the new input possibilities.
[0708] The first platform is Facebook. The skilled person will
understand that where Facebook is referred to in this document,
other social network platforms may be used. A Facebook game may be
a social game, a game you play with your friends. It is rare or
unthinkable to launch a game (i.e. to play for the first time) on
Facebook that is a paid game, because people playing games on
Facebook expect not to pay to access a game. A Facebook game may be
played on the internet, after logging in to Facebook (whether
automatically or manually), such as from a personal computer.
[0709] The second platform is smartphones. Use of smartphones is
not always continuous. You may use a smartphone for 5 minutes on a
bus, and then for 20 minutes on a connecting train, for example.
The use can have many starts and stops. Not like someone working at
an office desk or at a home desk in a conventional way. A
smartphone can be on an iOS platform, or on an Android platform,
for example.
[0710] The third platform is tablets. What is a tablet? It can
function as a mobile device and as a non-mobile device. The tablet
can be a substitute for a personal computer. A user may want a
seamless experience between using the game on a personal computer
and on a tablet and on another mobile device. A tablet can be on an
iOS platform, or on an Android platform, for example.
[0711] A game which works on a plurality of such as all three of
the above platforms (or more), may provide a connected
fully-synchronized seamless experience. Hence multi-platform games
are important. Key criteria for multi-platform games are: they are
free, they are social, stop-start use is possible, and seamless
experience is provided. Such games may be "played anywhere" e.g. in
a mobile environment or in a non-mobile environment. Such games may
also be played online or offline.
[0712] The game must be fun when used in a stop-start way, and when
used for even just short intervals. In an example, a game consists
of parts or levels, each of which runs for about 3 minutes, eg.
between 1 and 5 minutes. In an example, a game is structured in
levels, so that if successful in a game level, such as by scoring a
minimum score, a user can progress from that level to the next
level. In an example, a game has about 200 levels.
[0713] A game can be optimized post-launch. For example, if it is
clear that too many users are failing to progress past a particular
level, the minimum score to pass the level can be lowered. An
optimized game may be provided as an application update from an
application store. In an alternative, a game may be optimized by a
server sending a revised data file of scores required to pass each
game level to a mobile device, when a game state of a user is being
synchronized with the server, wherein the application running on
the device replaces the previous file of scores stored on the
device required to pass each level with the revised file of scores
required to pass each level.
[0714] See for instance the method and system described in U.S.
application Ser. No. 13/479,107 filed on 23 May 2012 and
incorporated in this document.
[0715] The system and method described herein can be implemented
together with a game, in which players can see their own and also
their social network friends' game level position on a virtual path
(or other virtual world) and in which game state information is
fully synchronised across different platforms, such as iOS, desktop
and Android via Facebook or other online social network, so that a
player can seamlessly stop and re-start playing the game on any of
those different platforms.
Different Devices
[0716] Some implementations of the game allows for the game to be
synchronised between different devices or platforms.
[0717] The game can for instance be played in an offline mode on a
handheld device using locally stored information on the handheld
device. The device can store all or some of the levels that are
available for the player to play in the game. Some of the features
in the game can be locally run on the device and dependent on the
local machine. This can for instance be that if the game is
implemented to regenerate lives after a certain period of time,
then the time can be locally decided based on the clock on the
device. In some implementations, the central game server clock can
override the local clock when the local device has been
synchronised with the server.
[0718] A game can be implemented so that the player knows if it has
synchronised the available data with the central server or servers.
This can for instance be through a coloured symbol or a check mark
that indicates that the information is up to date. FIG. 80 shows
one implementation of this where a symbol on the bottom right
corner of the screen has a spinning animation while synchronizing
and when synchronization has completed the symbol turns into a
check mark symbol.
[0719] The game can also indicate if it has been able to establish
a connection with the central server for synchronisation or if for
instance the network connection is down. That the device is offline
can for instance be illustrated with a greyed out icon.
Different Platforms (FB/Google+)
[0720] The game can be implemented to synchronize game state
information and/or retrieve and connect to the social graph
information and user profile of the player on a social network such
as Facebook or Google+.
[0721] The game can also be implemented so that it is connected to
a plurality of social networks. The user can be given the option to
select what information that can be derived and shared with which
social network.
[0722] One example of how the game can be connected to a social
network is the Facebook.TM.'s Open Graph API allows websites and
applications to draw and share information about more objects than
simply people, including photos, events, and pages, and their
relationships between each other. This expands the social graph
concept to more than just relationships between individuals and
instead applies it to virtual non-human objects between
individuals, as well. A game can typically share in-game events
such as that a level has been completed, that a player has passed a
friend in the game or beaten a friend's high score on a level. The
game can also post event such as that a player has purchased
objects in the game or received objects from other players of the
game.
[0723] Features that may be implemented using the inventions
described herein
Having Various Elements to Combine in the Game.
[0724] There are six different game elements (candies). They can be
combined in series of 3, 4 or 5 in a line, either row or a column,
or in combinations in the shape of a T- or L-form.
Having Game Elements with a Certain Size
[0725] The game elements have certain sizes, all similar but not
identical, making it possible to have a specific maximum number of
rows and columns with candies.
Having a Transparent Area for the Game Board.
[0726] The game board is dark, semi-transparent and placed on top
of a background picture which is tied to the story of the game.
Having a Specific Area for Each Separate Game Element.
[0727] In the game board, each element has a square space that is
delimited by light horizontal lines and darker vertical lines. The
lines do not cover the full square, but leave a gap in all the
corners.
Adding Extra Obstacles and Difficulties to Complete a Level
[0728] New special game elements are introduced throughout the game
to increase the difficulty. For example a layer which has to be
removed by matching a candy covered by the layer (Jelly) or an
impassable block that has to be removed by matching candies next to
it a number of times (Frosting).
Having Another Challenge for the Level.
[0729] Most levels have two separate goals, one involving certain
actions (remove jelly, get fruits to the bottom) and another
related to score. This makes for a more challenging game.
Rewarding the Player with Points for Matching Combinations
[0730] The player is awarded points for each combination of at
least 3 candies, enabling high score comparisons with other players
as well as a challenge to beat oneself.
Showing What Points the Player is Earning
[0731] The amount of points gained by a combination is shown upon
completing a combination, in the same colour as the candies used in
the combination.
Getting a Certain Amount of Points for Removing a Certain Amount of
Game Elements
[0732] The score given for different combinations is not linear,
but formed in a way to encourage longer combinations and a more
thought out approach of playing the game.
Give Bonus Points in the Form of Certain `Schemes` to Player when
Finishing a Level Sooner than Necessary
[0733] When a player finishes with moves left, bonus points are
awarded. However, it is not simply a point bonus, there are at
least two different bonus-schemes that can trigger. One transforms
a number of candies into striped candies, the other summons
jellyfish that remove candies on the game board.
Having an Item that Removes Three Columns or Rows
[0734] There is a booster that removes three columns by turning
three candies into striped candies. This booster is in the form of
a coconut wheel.
Different Combinations of Games Elements Return Special Game
Elements
[0735] By making certain combinations of candies, special game
elements will be produced. These are formed by making combinations
of 4 candies (striped candy), 5 candies in a row or column (colour
bomb), L or T-shapes of 5 candies (bomb candy).
[0736] One game element that when combined with the same colour
removes all elements in that row or column.
[0737] A colour bomb-candy will be produced by combining 5 candies
in a row or column. This item will either remove all candies of a
certain colour (if combined with a regular candy), or it will
remove all elements of two colours (if combined with a bomb candy)
or it will transform all candies of the same colour into striped
candies that subsequently trigger (if combined with a striped
candy).
One Game Element Removes all Elements in a Certain Radius
[0738] By combining 5 or 6 candies into a L-shape or a T-shape, a
bomb candy will be produced. This removes elements in a rectangle
shape with a three-candy diameter.
Receive a Special Effect when Combining Striped Game Elements with
Each Other
[0739] It is possible to combine striped candies, when doing so one
column and one row of candies will be removed.
Receive a Special Effect when Combining a Striped Game Element with
Bomb Candy
[0740] It is possible to combine a striped candy with a bomb candy,
when doing so three columns and three rows of candies will be
removed, originating from the spot where the combination was
made.
Receive a Special Effect when Combining Two Bombs
[0741] It is possible to combine two bomb candies with each other.
When doing so a rectangle shape with a diameter of 5 candies will
be removed by each combined bomb candy.
[0742] Visualize the effect when combining a striped element with
the element received from L- and T-shapes
[0743] When combining a striped candy with a bomb candy, a special
visual animation is triggered in the form of a giant candy moving
first horizontally in both directions from the point of origin,
then vertically.
Have a Combination that Transforms Other Elements
[0744] When combining a colour bomb with a striped candy, all other
candies of that colour will also be transformed into striped game
elements that automatically trigger.
Having a Non-Obvious Division of Levels
[0745] The first and the second area in the game each has 10
levels. Area three and all subsequent areas each has 15 levels.
This is not an obvious division, but might make it feel easier in
the beginning.
Having and Showing a Map of the Game
[0746] The player progresses through the levels of the game, which
is visually represented on a map. This gives the player a more
tangible way of seeing progress than if levels were just
represented by a number.
Having a Navigator
[0747] Having a tool for helping players to easily navigate and
jump between areas on a map with as little effort as possible. One
implementation is to have an expandable mini map which the player
can scroll or click on to jump to desired location, or press a
button which instantly takes the player to the furthest reached
location on the map.
[0748] Having a tool that helps players getting an overview of a
map either by the help of a special designed mini map or with a
zoom in/out function.
Showing a Thumbnail of Each Level when Hovering the Cursor Over it
on the Map
[0749] A small thumbnail version of each level can be shown by
hovering the cursor over the level icon on the map. This gives the
player a feel for what the level looks like before playing it, and
makes it easier to find a level when wanting to replay it.
Having an Indicator Showing which Level the Player has Reached
[0750] The highest level reached by a player is indicated by an
orange arrow pointing at it. This makes it easy for the player to
find the current level and also facilitates the visualization of
how far he has progressed.
To Show that a Level or Part of the Game is not Yet Available to
Play
[0751] All available levels in Candy Crush can be viewed in the
map, even though they haven't been unlocked. However, a padlock
symbol is shown to represent that a level is yet to be unlocked and
that it currently cannot be played.
Having an Welcoming Message Displayed at the Start of the Game
[0752] At the start of Candy Crush the player is greeted by an
encouraging message: "Your adventure starts today! Click here to
play level 2!"
To have a Tutorial
[0753] Candy Crush offers a tutorial in the beginning of the game
to introduce the player to new concepts. Basic concepts, possible
combinations and the different game modes are explained among other
things.
Multiple Game Modes
[0754] Different game modes makes for a more diverse game. Candy
Crush offers at least five different game modes--Score, Jelly,
Ingredients, Orders, Time
To have Blocks that have to be Removed Before Objects can Pass
Through
[0755] There are game elements in Candy Crush that have to be
removed before objects can pass through the space they occupy.
These are in the form of frosting blocks and require candies to be
matched next to them a certain amount of times before they
disappear.
Giving the Player Information about a Chosen Level and the Option
to Use Extra Boosters
[0756] When selecting a level from the map-view, information about
the level is displayed together with an array of boosters that can
be purchased and/or activated for that level. Information include
previous scores of friends and specific instructions for the
current level.
To Display Friends' Highscore
[0757] The previous high score of friends can be seen before
playing a level, while playing a level and after a level has been
played (provided that friends have played the level before). This
increases competition and gives a sense of community at the same
time.
To Give the Player the Option to Use Extra Boosters
[0758] The player can select boosters before playing a level as
well as during the play of a level. The boosters which can be used
in the two situations differ. This facilitates and adds more depth
to the game.
Share a Result with Friends
[0759] After finishing a level, the player will get feedback to how
his score relates to that of friends playing the game. An option is
given to share results with friends, possibly accompanied by a
message saying something along the lines of `I beat your
score`.
To Show the Player how Well a Level is being Completed
[0760] The player is provided real-time feedback in relation to the
score during play of a level. This is done by a meter being filled,
the meter having three different levels represented by one, two and
three stars respectively.
Have Aesthetic Icons for Showing Results of Finished Levels.
[0761] In the map-view, the player can see results of previously
completed levels in the form of how many stars were attained in
those levels. This makes for a easy overview of the overall
performance in the game.
Giving the Player a Maximum Amount of Life that is Restored Over
Time
[0762] The player starts with 5 lives that are used up when failing
to complete a level. These lives are then replenished with one life
every 30 minutes.
Having a Thumbnail Version of a Level
[0763] When hovering over a level with the cursor, the player is
presented with a thumbnail version of the level, showing the layout
of it. Also displayed on this thumbnail is the performance of the
player, if applicable, and also the performance of friends, if
applicable.
Having an Algorithm for Reshuffling and Recognizing when there are
No Possible Moves Left
[0764] Candy Crush very quickly recognizes when there are no
possible moves left. When that occurs, the candies on the game
board are re-shuffled. When re-shuffling, there will be no
combinations automatically triggering, i.e. 3 or more candies are
not placed adjacent to each other.
[0765] A match 3-game with boosters usable across different
platforms
[0766] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path, in which the game is fully sync'd across different platforms,
such as iOS, desktop and Android via Facebook, and, in which the
gameplay for each level can be enhanced through the use of an
acquired item. [0767] The acquired items can be synchronized across
all of the platforms where the game is played by the user. A Match
3-Game with a Mode to Bring Down Objects
[0768] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path and, in which the game board contains switchable elements that
can be matched with other switchable elements and switchable
elements that cannot be matched with other switchable elements on
the game board, where one of the goals for completing a level is to
interact with the game board in such a way that a predefined number
of non-matchable switchable elements are placed in any of a
plurality of predefined areas on the game board.
A match 3-Game with Multiple Different Objectives
[0769] A match 3 game in which the player has to satisfy a
plurality of criteria within a limited number of moves to complete
the level; the criteria include at least one of the following:
[0770] reaching a target score [0771] removing matchable game
elements to clear a path for a non-matchable game element to get to
a predefined area on the game board [0772] clear a predefined
number of a certain type of game items layered on the game board
having a matchable game element together with each of the layered
game items, each layered game item can be removed by removing a
matcheable game element in the same position as the layered game
item.
Concepts
Key Concepts
[0773] There are multiple technical challenges facing the designer
of computer implemented games. These challenges can be broadly
categorised into the following areas: `engagement`; `viralisation`
and `monetisation`.
[0774] We will look first at `engagement`, which involves designing
game play to be engaging and rewarding to players. This typically
requires games to be easily understood at their simplest or
introductory levels, providing rewarding game play with even quite
simple game mechanics, but becoming progressively more challenging
so that players are not bored, but remain engaged and develop
rewarding skills. Effective engagement requires various forms of
feedback to reinforce players' sense of success and accomplishment.
Effective engagement can be greatly magnified if the game has a
social aspect--for example, it is linked into a social network so
that game players can interact with their friends in the social
network. The game can then transform into something that goes far
beyond a simple solo game experience, into a shared journey.
[0775] `Viralisation` requires a game to be include various
techniques that encourage players to share the game with others,
encouraging them to play the game. It is a key technique in
enabling mass-scale distribution or penetration of games.
Viralisation can be especially effective when the game is
integrated into a social network environment in some manner, so
that the game can then propagate through the network of player's
friends, and their friends and so on.
[0776] `Monetisation` covers those techniques that enable revenue
to be generated from a game; this involves many challenges, because
the monetisation techniques need to be acceptable to players and in
no way undermine engagement.
[0777] A successful and original game will requires a team of game
designers to solve complex problems of engagement, viralisation and
monetisation; this can take many months of skilled work and, not
infrequently, a great deal of trial-and-error testing of new ideas,
functions and game mechanics before a game successfully combines
all these elements into a new experience. The skilled game designer
will appreciate that there is an almost infinite number of possible
combinations of game features and mechanics available to
him--although in isolation, these features may be known, it takes
inventive insight to create a combination where there is some
synergistic effect, or where the whole is more compelling than the
mere sum of its parts.
[0778] In this section, we will summarise some of the combinations
of features that have made Candy Crush Saga one of the most popular
casual, social games in the world.
High Level-Concepts
[0779] A gaming system in which functions and features relating to
sharing players' game state information, including levels and
achievements, on a virtual path (or other virtual world) with that
player's social network friends is continuously or regularly
optimized for engagement and monetization by continuously or
regularly monitoring analysing player behaviour and interaction,
such as monetisation.
[0780] A gaming system in which a single user database, which may
be distributed or centralised, tracks all metrics for all players,
including all game state information, irrespective of the platform
used by each of those players, and that single user database is
accessible by several different games, such as a match 3 switcher
and a match 3 clicker, a bubble shooter etc.
[0781] A casual, social game connected to a player's friends
through a social network, in which every change in the game state,
such as every move of a game piece by the user, and every
consequential change in every game piece on the game board, is
accompanied by sound and/or visual feedback to provide immediate,
positive gratification to the player.
[0782] A match 3 switcher game, in which players can see their own
and also their social network friends' game level position on a
virtual path (or other virtual world) and in which game state
information is fully sync'd across different platforms, such as
iOS, desktop and Android via Facebook, so that a player can
seamlessly stop and re-start playing the game on any of those
different platforms.
[0783] A match 3 switcher game, in which a player's score and game
level position and also the scores and game level positions of all
their social network friends also playing the game, is fully sync'd
across different platforms, such as iOS, desktop and Android via
Facebook.
[0784] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path (or other virtual world) and, in which each level of the game
can be failed and, if a level is failed, the game automatically
offers the player extra moves to purchase, to carry on playing the
game.
[0785] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path (or other virtual world), in which in-app purchases are bought
for real or virtual currency by touching an icon of the booster
shown next to the gameplay board, and then touching a `buy` button
that is subsequently displayed.
[0786] A match 3 switcher game, in which a player's score and game
level position and also the scores and game level positions of all
their social network friends also playing the game, is fully sync'd
across different platforms, such as iOS, desktop and Android via
Facebook, and there are sections of the game that must be unlocked
through either help from those friends or through a purchase.
[0787] A match 3 switcher game, connected to a player's friends
through a social network, in which friends can send gifts,
boosters, extra moves, or extra lives to one another.
[0788] A match 3 switcher game, in which players can see their own
and social network friends' game level position on a virtual path
(or other virtual world) and where a visual prompt is displayed by
the game if a friend's high score has been beaten by that player,
the prompt enabling the player to send a message to that
friend.
[0789] A match 3 switcher game, in which players can see their own
and also their social network friends' game level position on a
virtual path (or other virtual world) and where the player can play
the game in offline mode on one platform/device and the progress in
the game and other game state information is synchronised with a
remote server when the device is online again and the player can
continue playing the game on another platform.
[0790] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path (or other virtual world) and the game enables the player to
buy a permanent booster which can be used without limit in
time.
[0791] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path (or other virtual world), in which successive levels have
different difficulty rankings to introduce variety even without a
new game mechanic being introduced--e.g. after a difficult level,
there is an easier level.
[0792] A match 3 switcher game, connected to a player's friends
through a social network, where some or all of those friends are
sent a message prompting the friend(s) to assist the player once
that player has played, but not completed, a level, for more than a
predefined time or predefined number of attempts.
[0793] A match 3 switcher game, or other kind of social, casual
game, in which players can see their own and their social network
friends' level position on a virtual path (or other virtual world)
and where the player is prompted to notify a social network friend
when the friend's high score on a specific level has been beaten by
that player.
[0794] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path (or other virtual world), in which the game state information
is fully sync'd across different platforms, such as iOS, desktop
and Android via Facebook, and, in which the gameplay for each level
can be enhanced through the use of an acquired item, such as a
booster.
[0795] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path (or other virtual world), in which the game state information
is fully sync'd across different platforms, such as iOS, desktop
and Android via Facebook, and, in which the gameplay for each level
can be enhanced through the use of an acquired item, such as a
booster, and where the game state information relating to the
acquisition or use of an acquired item is synchronized across
several different platforms.
[0796] A match 3 switcher game, in which players can see their own
and their social network friends' game level position on a virtual
path (or other virtual world) and, in which the game board contains
switchable elements that can be matched with other switchable
elements and switchable elements that cannot be matched with other
switchable elements on the game board, where one of the goals for
completing a level is to interact with the game board in such a way
that a predefined number of non-matchable switchable elements are
placed in any of a plurality of predefined areas on the game board,
such as being brought down from the top of the gameboard to the
bottom.
[0797] A match 3 game in which the player has to satisfy multiple
criteria within a limited number of moves to complete the level; in
which the criteria include at least two of the following: [0798]
reaching a target score [0799] removing matchable game elements to
clear a path for a non-matchable game element to reach a predefined
area on the game board [0800] clear a predefined number of a
certain type of game items layered on the game board having a
matchable game element, together with each of the layered game
items, where each layered game item can be removed by removing a
matcheable game element in the same position as the layered game
item.
[0801] A match 3 switcher game in which a player can purchase
on-line a booster to aid gameplay and that booster, once available
for use on the player's current platform, can be used immediately
and alternatively on any other platform used by the player, and in
which game state information for that player, including information
relating to use of the booster, is synchronised using a remote
server across each of several different devices used by that
player.
[0802] A casual online game connected to a social network in which
players can see their own and their social network friends' game
level position on a virtual path (or other virtual world) with
nodes representing levels in the game, and each node can reveal, in
response to user input, a graphical preview representation of the
gameboard for that level and, if the player has played that level
before, a visual indication of how well the player succeeded on
that level.
[0803] A match 3 switcher game in which, after a player has failed
to meet the level completion criteria, a message is shown
articulating why the level completion criteria was not met, and
offering as the only visually significant option to replay the
level.
[0804] A match 3 switcher game in which, after a player has
achieved the level completion criteria, a message is shown
articulating that the level was successfully completed, and
offering as the only visually significant option to share
information to a social network.
[0805] A match 3 switcher game in which, when matching 3 or more of
the same type of game element the matched game elements are removed
from the game board and replaced with a game element from the same
type of game elements that has a higher stage, and when including
the newly introduced game element in a new combination replacing it
with another game element of a further higher stage, when the
introduced game element reach a certain stage it is removed and all
game elements of the same type on the game board are upgraded one
level.
[0806] NB Each of the above concepts can be combine with any and
all of the other high-level concepts. Also, although the high-level
concepts are generally defined in relation to a match 3-switcher
game, the concepts can be deployed in other game variants (e.g.
clicker games).
Further Concepts
[0807] A gaming system in which a single user database, which may
be distributed or centralised, tracks all metrics for all players,
including all game state information, irrespective of the platform
used by each of those players, and that single user database is
accessible by several different games, such as a match 3 switcher
or clicker, a bubble shooter etc.
[0808] A clicker game, in which players can see their own and also
their social network friends' game level position on a virtual path
(or other virtual world) and in which game state information is
fully sync'd across different platforms, such as iOS, desktop and
Android via Facebook, so that a player can seamlessly stop and
re-start playing the game on any of those different platforms.
[0809] A clicker game, in which a player's score and game level
position and also the scores and game level positions of all their
social network friends also playing the game, is fully sync'd
across different platforms, such as iOS, desktop and Android via
Facebook.
[0810] A clicker game, in which players can see their own and their
social network friends' game level position on a virtual path (or
other virtual world) and, in which each level of the game can be
failed and, if a level is failed, the game automatically offers the
player extra moves to purchase, to carry on playing the game.
[0811] A clicker game, in which players can see their own and their
social network friends' game level position on a virtual path (or
other virtual world), in which in-app purchases are bought for real
or virtual currency by touching an icon of the booster shown next
to the gameplay board, and then touching a `buy` button that is
subsequently displayed.
[0812] A clicker game, in which a player's score and game level
position and also the scores and game level positions of all their
social network friends also playing the game, is fully sync'd
across different platforms, such as iOS, desktop and Android via
Facebook, and there are sections of the game that must be unlocked
through either help from those friends or through a purchase.
[0813] A clicker game, connected to a player's friends through a
social network, in which friends can send gifts, boosters, extra
moves, or extra lives to one another.
[0814] A clicker game, in which players can see their own and
social network friends' game level position on a virtual path (or
other virtual world) and where a visual prompt is displayed by the
game if a friend's high score has been beaten by that player, the
prompt enabling the player to send a message to that friend.
[0815] A clicker game, in which players can see their own and also
their social network friends' game level position on a virtual path
(or other virtual world) and where the player can play the game in
offline mode on one platform/device and the progress in the game
and other game state information is synchronised with a remote
server when the device is online again and the player can continue
playing the game on another platform.
[0816] A clicker game, in which players can see their own and their
social network friends' game level position on a virtual path (or
other virtual world) and the game enables the player to buy a
permanent booster which can be used without limit in time.
[0817] A clicker game, in which players can see their own and their
social network friends' game level position on a virtual path (or
other virtual world), in which successive levels have different
difficulty rankings to introduce variety even without a new game
mechanic being introduced--e.g. after a difficult level, there is
an easier level.
[0818] A clicker game, connected to a player's friends through a
social network, where some or all of those friends are sent a
message prompting the friend(s) to assist the player once that
player has played, but not completed, a level, for more than a
predefined time or predefined number of attempts.
[0819] A clicker game, or other kind of social, casual game, in
which players can see their own and their social network friends'
level position on a virtual path (or other virtual world) and where
the player is prompted to notify a social network friend when the
friend's high score on a specific level has been beaten by that
player.
[0820] A clicker game, in which players can see their own and their
social network friends' game level position on a virtual path (or
other virtual world), in which the game state information is fully
sync'd across different platforms, such as iOS, desktop and Android
via Facebook, and, in which the gameplay for each level can be
enhanced through the use of an acquired item, such as a
booster.
[0821] A clicker game, in which players can see their own and their
social network friends' game level position on a virtual path (or
other virtual world), in which the game state information is fully
sync'd across different platforms, such as iOS, desktop and Android
via Facebook, and, in which the gameplay for each level can be
enhanced through the use of an acquired item, such as a booster,
and where the game state information relating to the acquisition or
use of an acquired item is synchronized across several different
platforms.
[0822] A clicker game, in which players can see their own and their
social network friends' game level position on a virtual path (or
other virtual world) and, in which the game board contains
switchable elements that can be matched with other switchable
elements and switchable elements that cannot be matched with other
switchable elements on the game board, where one of the goals for
completing a level is to interact with the game board in such a way
that a predefined number of non-matchable switchable elements are
placed in any of a plurality of predefined areas on the game board,
such as being brought down from the top of the gameboard to the
bottom.
[0823] A clicker game in which the player has to satisfy multiple
criteria within a limited number of moves to complete the level; in
which the criteria include at least two of the following: [0824]
reaching a target score [0825] removing matchable game elements to
clear a path for a non-matchable game element to reach a predefined
area on the game board [0826] clear a predefined number of a
certain type of game items layered on the game board having a
matchable game element, together with each of the layered game
items, where each layered game item can be removed by removing a
matcheable game element in the same position as the layered game
item.
[0827] A clicker game in which a player can purchase on-line a
booster to aid gameplay and that booster, once available for use on
the player's current platform, can be used immediately and
alternatively on any other platform used by the player, and in
which game state information for that player, including information
relating to use of the booster, is synchronised using a remote
server across each of several different devices used by that
player.
[0828] A clicker game in which, after a player has failed to meet
the level completion criteria, a message is shown articulating why
the level completion criteria was not met, and offering as the only
visually significant option to replay the level.
[0829] A clicker game in which, after a player has achieved the
level completion criteria, a message is shown articulating that the
level was successfully completed, and offering as the only visually
significant option to share information to a social network.
[0830] A clicker game in which, when removing a group of game
elements of the same type of game element the matched game elements
are removed from the game board and replaced with a game element
from the same type of game elements that has a higher stage, and
when including the newly introduced game element in a new
combination of removed game elements replacing it with another game
element of a further higher stage, when the introduced game element
reach a certain stage it is removed from the game board and all
other game elements of the same type on the game board are upgraded
one level.
[0831] NB Each of the above concepts can be combine with any and
all of the other high-level concepts. Also, although the high-level
concepts are generally defined in relation to a specific type of
game match 3-switcher game, the concepts can be deployed in other
game variants (e.g. clicker games, match 3-switcher games, bubble
shooter games, puzzle games).
Key Features Shared Across all High-Level Concepts
[0832] Candies are the Game Pieces that are Used in the Match 3
Switcher Game Candies are shiny, reflective, brightly coloured
candies, but the background gameplay region is dark and matt, so
the candies readily stand out, reducing cognitive load. Some or all
game levels are untimed, eliminating any time pressure; (e.g.
because a player can seamlessly stop and re-start playing the game
at any time since game state information is stored, e.g. remotely
and/or on the playing device) Some or all levels have a true fail
(which enables monetization through purchasing extra moves; true
fails in casual games are rare because the assumption to the
designer is that it will put people off playing the game; allowing
players to continue playing manipulates the fail condition to make
it feel agreeable). Virtual path is through a candy-themed fantasy
map Continuous musical soundtrack plays during gameplay Game
generates and displays congratulatory messages when the player
scores more than a predefined amount, or matches more than a
predefined number of game elements, in a single move Failing a
level is accompanied with a soothing, whistling soundtrack There is
always an available match-3 switcher move, readily seen by the
average player, that will score some points, whilst higher scoring
moves are randomly available. Games are played using software
downloaded to an end-user device such as a smartphone, tablet, PC
or laptop, or running remotely on a server, or a combination of the
two, the software running on one or more processors, and the
processor controls or is involved with all gameplay, game
interaction, graphics displays, communication, interaction with
social networks, synchronization across platforms, data storage,
game state information. Games are played using a hardware gaming
system comprising processors and data memories, the system
including multiple end-user devices, such as smartphones, tablets
and PCs, as well as remotely connected servers, the gaming system
enabling the games defined above to be played on the multiple
end-user devices. The game is defined using non-transitory computer
readable medium encoded with instructions for controlling a
hardware gaming system to display and enable users to play the
games defined above.
Other Concepts
[0833] A match 3-game, fully sync'd across platforms, having an
algorithm for automatically detecting when there are no possible
moves left.
[0834] A match 3-game, fully sync'd across platforms, having an
algorithm for re-shuffling the elements on the game board.
[0835] A switcher-based match 3-game fully sync'd a cross
platforms, having sections which must be unlocked with the help of
friends or through a purchase.
[0836] A switcher-based match 3-game, fully sync'd across platforms
with at least 3-5 different goals for completing different
levels.
[0837] A switcher-based match 3-game, fully sync'd across
platforms, having a limited amount of lives that can be replenished
either by waiting or by purchasing new lives.
[0838] A switcher-based match 3-game fully sync'd across different
platforms.
[0839] A match-3 switcher game that offers users to buy permanent
boosters which can be accessed one or more times for each time
playing a level or once a day.
[0840] A match-3 switcher game which is connected to the player's
friends through a social network and where friends can send gifts
to each other.
[0841] A match-3 switcher game which is connected to the player's
friends through a social network and where friends can help each
other by sending extra moves or extra lives.
[0842] A match-3 switcher game which is connected to the player's
friends through a social network and where friends can help each
other by sending various boosters and where the help sent can only
be used on the level the player is stuck on.
[0843] A match-3 game that has a sign in the shape of a bow tie or
ribbon next to those level nodes on the visual path where help from
the player's friends.
[0844] A match-3 game where there are six standard game elements to
switch in the shape of candies.
[0845] A match-3 switcher game where the player's Facebook portrait
moves along a virtual path when progressing through the game.
[0846] A match-3 game where there is a map showing the progress of
the player and where the map looks like a foldable physical game
board which has been place on top of a table.
[0847] A match-3 game where the player moves along a virtual path
and where the path moves through different candy themed areas and
where each area has its own sub-story with an intro and an end when
entering and exiting each area respectively.
[0848] The switch-based match 3 game, comprising a special game
element, which, variable in its character, can be automatically
moved and combined with other game elements into a match combo, or
is locked in the blocker that is required to be unlocked first.
[0849] The switch-based match 3 game, comprising a special game
element, which, variable in its character, can remain as the same
special game element after combinable moves are taken.
[0850] The switch-based match 3 game, comprising a special game
element, which, variable in its character, can transform into a
random game element that can either yield a combo to remove the
game elements or yield an obstacle to block the combo, depending on
the game elements it combined with.
[0851] The switch-based match 3 game, comprising a special game
element, which can transform into another special game element
that, when combined with other game elements, yields a special
combo effect to remove all the game elements in a row and/or
column, or a bigger area more than a layer.
[0852] The switch-based match 3 game, comprising a special game
element, which can transform into another special game element
that, when combined with other game elements, yields a special
combo effect to remove game elements of the same colour.
[0853] The switch-based match 3 game, comprising a special game
element, which can transform into another special game element that
is not playable or movable unless it is unlocked first.
[0854] The switch-based match 3 game, comprising a special game
element, which can transform into another special game element
that, consume other game elements so that they are not playable or
movable.
[0855] The switch-based match 3 game, comprising special boosters,
which can be obtainable free of charge.
[0856] The booster element can be obtainable free of charge by
installing the game at a different platform, e.g. iPad. [0857] The
booster can be obtainable free of charge by seeking help from
social network friends. [0858] The switch-based match 3 game,
comprising special boosters, which are purchasable before or during
the game level.
[0859] The switch-based match 3 game, comprising special boosters,
which can smash and remove any game element.
[0860] The switch-based match 3 game, comprising special boosters,
which allow the game element to switch if no any combinable move on
the game board is available.
[0861] The switch-based match 3 game, comprising special boosters,
which allow different special game elements to exist at the start
of the game level.
[0862] The switch-based match 3 game, comprising special boosters,
which add five to the count of the time-counting in-game elements
on the game board.
[0863] The switch-based match 3 game, comprising special boosters,
which rolls over an area on the game board by transforming into
striped game element and creates three line blasts.
[0864] The switch-based match 3 game, comprising special boosters,
which, following its path, can chomp away any game elements and
have them removed at several squares.
[0865] The switch-based match 3 game, comprising special boosters,
which more than one can be mixed or combined from a certain game
level.
[0866] A match 3 switcher game, in which players can see their
social network friends' level position on a virtual path and where
the player can play the game in offline mode on one platform/device
and the progress in the game is synchronised with a central server
when the device is online again and the player can continue playing
the game on another platform.
[0867] A casual online game connected to a social network where
social network friends are prompted to assist another player if
that other player has played, but not completed, a level meeting a
certain criteria; the criteria can be any of the following [0868]
the player has played the level a predefined number of times [0869]
a predefined time has passed since the player first played the
level
[0870] A casual online game connected to a social network where
social network friends are prompted to assist another player if
that other player has played, but not completed, a level meeting a
certain criteria, the help received can only be used by the player
on that specific level.
[0871] A method for displaying score in a virtual game, comprising:
[0872] Measuring the score a player receives while playing a game;
and [0873] Visually representing an indication of how this score
relates to one or multiple pre-defined goals; [0874] Gathering
information about the high scores of different players of the game
level; and [0875] Comparing the current score of the player, the
previous high score of the player and the high scores of other
players; and [0876] During the play of the game, visually
representing the difference between the current score, the
different high scores and the pre-defined goals.
[0877] Although these ideas are generally defined in relation to a
match 3-switcher game, the ideas can be deployed in other game
variants (e.g. clicker games etc).
Further features Short feature name Match 3 game Match 4 for a
special item Match 5 for a special item Combine special items for
an explosion that clears candies Items are candies Six standard
candies with different appearance Shiny, reflective, brightly
coloured candies; but background is matt
[0878] If the player doesn't make a move for a pre-set time, then a
possible match-3 combination of candies is shown, with each candy
briefly illuminated or otherwise highlighted.
Continuous Musical Soundtrack
[0879] If 4 candies are combined, then a striped candy results;
combining that striped candy into a match-3 combination removes all
candies in the stripe direction for the row or column of the
striped candy
[0880] The direction of the stripes of a striped candy is
perpendicular to the combination that created the striped candy
[0881] The column and line that are removed are determined by the
crossing point (the cell) in which the combination is made
[0882] If 5 candies are combined in a line, then a special candy
results; subsequently switching that special candy with an adjacent
candy of a given colour then removes all candies on the board in
that colour.
[0883] If the special game element that removes all game elements
of one colour is combined with a striped candy then all candies of
the striped candy's colour becomes triggered striped candies
[0884] If the special game element that removes all game elements
of one colour is combined with another identical special game
element then all game element son the game board are removed in a
sweeping motion from left to right.
Removing game elements through combinations or special game
elements only removes one `layer`. Some special game elements or
combinations of regular game elements remove more than one `layer`
Some elements on the game board can only be removed if an adjacent
game element is removed.
[0885] Some elements `consume` other game elements so that they are
not playable or moveable. [0886] Can only consume/move if there is
a game element in an adjacent cell on the game board
[0887] Some elements `consume` other game elements so that they are
not playable or moveable--they appear after [0888] Time [0889]
Number of moves [0890] Number of moves that have not performed a
specific action
[0891] Some elements `consume` other game elements so that they are
not playable or moveable [0892] These game elements consume other
game elements in a hierarchy: 1) Regular game elements, 2) special
game elements
[0893] Some special game elements can be swapped normally, which
later transforms into a random game element that can be either a
positive element or an obstacle.
[0894] Positive: e.g. a striped game element, a wrapped game
element, a colour bomb, a fish, a lucky candy which can transform
into useful element when removed, etc.
[0895] Negative: e.g. a piece of chocolate, (which, if left
unchecked, will spread), a chocolate factory, a piece of liquorice,
a piece of cream of random "thickness", etc.
Congratulatory words on screen and spoken after good gameplay
Levels are timed Levels are not timed Levels contain non-combinable
game elements that shall be moved to the last row on the screen
where they disappear in order to complete the game. All
non-combinable game elements to be moved are on the game board at
the start All non-combinable game elements to be moved are not on
the game board at the start and will be introduced during the
gameplay when other game elements are removed The method on how the
non-combinable game elements are introduced on to the game board
Remove a certain number of some or all of the available types of
matchable game elements on the game board to complete the
level.
[0896] The sequence of game elements is re-arranged (instead of
"level failed") with the current elements on the board when no
combinable moves are available during the level.
Blockers
[0897] Jelly [0898] Expanding Chocolate blocker [0899] Frosting
blocker [0900] 1 Layer Frosting [0901] 2 Layers Frosting [0902] 3
Layers Frosting [0903] 4 Layers Frosting [0904] 5 Layers Frosting
[0905] Liquorice blocker [0906] Locked objects blocker [0907] Candy
Cannon [0908] Chocolate fountain [0909] Marmalade [0910] Bomb
(countdown bomb--one in each colour) [0911] Walls [0912] Net
Boosters (not Described Elsewhere)
[0912] [0913] Free Switch [0914] Shuffle [0915] Bomb Cooler [0916]
Sweet Teeth [0917] Coconut liquorice [0918] Free switcher hand
[0919] Paintbrush [0920] Frozen clock charm [0921] +3 Heart charm
[0922] Mix paper bag [0923] Booster fish [0924] Booster 5 switch
[0925] Bubble-gum Troll Other in-Game Elements [0926] Mystery
Candy--One in each colour [0927] Lucky Candy--One in each colour
[0928] Fish--One in each colour [0929] Regular [0930] Wrapped
[0931] Polka [0932] Wrapped fish--One in each colour [0933] Polka
fish--One in each colour [0934] Black Metal Candy [0935] Time Bomb
Maker
[0936] A part of the game board that moves a game element that
passes through it to a different part on the game board
[0937] Levels can be completed in under 80 moves
[0938] Each level has a true fail, giving player option to play
that level again
[0939] Failing a level is accompanied with a soothing whistling
soundtrack
[0940] Succeeding at a level moves the user one step along a
virtual path
[0941] The virtual path is set on a candy themed fantasy map which
has the appearance of a physical game board that is foldable and
placed on top of a table.
[0942] Moving along the virtual path transports the player through
different themed landscapes/areas and when entering a new landscape
a sub-story begins which then ends when that landscape has been
progressed through.
[0943] On the virtual path there are level nodes representing each
level. The level nodes have a specific look depending on what type
of goal the level they represent has.
[0944] Shown on all levels
[0945] Shown on all unlocked levels
Each node can reveal a preview thumbnail of the level [0946] The
thumbnail can show how well the player has succeeded on that level
before (stars, points, place in high score list)
[0947] Game Life
[0948] The maximum game life is set (5 times). The player will lose
a life if fails a level.
1. Players automatically gain one game life every 30 minutes free
of charge. 2. Chance of purchasing game life is provided if no game
life is available. 3. Seek friends' help is possible through social
network Facebook. Players may send requests for more lives by
clicking the icon on the screen, which will launch a Facebook
pop-up that allows the player to select friends individually. 4. A
special method of adding game life is to purchase the Charm of Life
from which the player may increase number of maximum lives from
five to eight. The change of default life time can be permanent
through a full refill Charm of life.
[0949] Players can see their social network friends' position on
the virtual path Players can see their social network friends'
scores for a level, e.g. when they complete that level
[0950] Players can see their social network friends' scores for the
same level they are currently playing on the star meter together
with their friends' portrait
Players can post their results for a level on their Facebook wall
The player is prompted to post a message/on the wall of a friend
that is passed in the high score list The player is presented with
the option o texted the play on the level (more moves or time) to
beat one of the friends in that level. [0951] Can be triggered by
that the player is within a threshold of the friend's score on that
level Players can see the full extent of the virtual path Number of
levels in the path is being increased by the game designer every
few days or weeks Every interaction is accompanied with sound and a
visual feedback When a level is failed, the player is offered extra
moves to purchase The player can buy in-app boosters and charms to
help with the current level [0952] Boosters can be bought before a
level [0953] Boosters can be bought during a level There is a
booster that lets the player switch two game elements that do not
match There is a booster that gives additional time for the player
to complete a timed level Coconut Wheel, a booster that rolls over
an area on the game board by transforming into striped game element
and creates (3) line blasts The method to define where the coconut
wheel is to roll (if that is not defined by the user) A booster
that instantly gives 5 extra moves A booster that inserts special
elements (jelly fishes) on the game board which clears three pieces
of jelly when matched A booster that lets the player start a level
with a colour bomb three times A booster that lets the player start
a level with one bomb and one lineblast 3 times Lollipop booster: A
booster that may smash and remove any game element Stripe &
wrap booster: A booster that gives a striped game element and a
wrapped game element at the beginning of the game. Shuffle Candy: A
booster that allows to shuffle the game element on the board if no
any good move is available. Bomb Cooler booster: A booster that
adds five to the count of all the visible bombs on the game board
Boosters can be permanent and available to the player for all
levels or they can be non-permanent and need to be topped-up
through purchases or help from friends The player can choose to use
boosters both before starting a level and during the play of a
level. In-app purchases are bought by touching an icon of the
booster shown next to the gameplay board, and then touching a `buy`
button that is subsequently displayed At some levels, the player
may ask friends from her social network to help Social network
friends can provide a player with boosters and extra moves Social
network friends are prompted to help out if the player has been
`stuck` on a level for a specified time without completing the
level. [0954] The received help can only be used for that specific
level where the player has been stuck [0955] The player can receive
help from several friends (can in different implementations use
help from several friends or only from one friend) Social network
friends are prompted to help out if the player has played a level a
certain number of times without completing the level. Social
network friends are prompted to help if the player has run out of
game life and wish to continue the game. The help that can be sent
to a stuck friend can be extra moves to be used for free in that
specific level That the player has received from a friend is
indicated on the overview map in relation to the level where the
help can be used In one implementations if the player has completed
the level using the help from a specific friend a `thank you`
message is sent to the helping friend. [0956] That message can be
an item of value [0957] The message can be a message only [0958]
The helping friend can get another benefit [0959] The helping
friend can get recognition A player that is stuck can `buy` himself
past that level with help from friends--receiving help/unlocking
from a plurality of friends gets the player past the level. All
levels require the player to combine candies in various
combinations Successive levels can have different difficulty
rankings--e.g. after a tough level, there is an easy level. Goal
for successive levels may change--e.g. one level may require the
player to clear all the jellies, and the next may require the
player to bring down all the special non-candy foods. Or successive
levels may require jellies to be cleared, but have very different
shapes of the gameboard and blockers. A goal may be to collect, by
making combos, a certain amount of candies, special candies or
specific combos in order to complete a level. Fully sync'd across
iOS, desktop and Android via Facebook. Some levels are designed to
be exceptionally difficult to succeed at through skill alone. Game
is free to play, but in-game purchases can be made for
boosters/charms to help gameplay. The tutorial of the game spans
over the first six levels. The game board's grid has a maximum size
of 9.times.9.
* * * * *