U.S. patent application number 14/621487 was filed with the patent office on 2018-10-04 for puzzle battle game.
The applicant listed for this patent is GREE, Inc.. Invention is credited to Akinori Adachi, Yusuke Hisaoka, Megumi Ishikawa.
Application Number | 20180280805 14/621487 |
Document ID | / |
Family ID | 52875903 |
Filed Date | 2018-10-04 |
United States Patent
Application |
20180280805 |
Kind Code |
A9 |
Hisaoka; Yusuke ; et
al. |
October 4, 2018 |
PUZZLE BATTLE GAME
Abstract
A recording medium stores a game program processing progress of
a puzzle game and a battle game, the game program when executed on
a computer including an input surface capable of detecting a touch
operation of a user to execute instructions including determining
whether or not a puzzle selected by the touch operation satisfies
predetermined conditions, determining whether or not puzzles
selected by the touch operation by drawing a locus on the input
surface have the same attribute as one of the predetermined
conditions, and displaying a game content for use in the battle
game on a screen of the puzzle game when it is determined that the
predetermined conditions are satisfied.
Inventors: |
Hisaoka; Yusuke; (Tokyo,
JP) ; Adachi; Akinori; (Tokyo, JP) ; Ishikawa;
Megumi; (Tokyo, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
GREE, Inc. |
Tokyo |
|
JP |
|
|
Prior
Publication: |
|
Document Identifier |
Publication Date |
|
US 20150224403 A1 |
August 13, 2015 |
|
|
Family ID: |
52875903 |
Appl. No.: |
14/621487 |
Filed: |
February 13, 2015 |
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/7720140902; A63F
13/537 20140902; A63F 13/20 20140902; A63F 13/2145 20140902 |
International
Class: |
A63F 13/77 20060101
A63F013/77; A63F 13/20 20060101 A63F013/20 |
Foreign Application Data
Date |
Code |
Application Number |
Mar 31, 2014 |
JP |
2014-071374 |
Claims
1. A recording medium that stores a game program which processes
progress of a puzzle game and a battle game, the game program when
executed on a computer including an input surface capable of
detecting a touch operation of a user to execute instructions
comprising: determining whether or not a puzzle selected by the
touch operation satisfies predetermined conditions; determining
whether or not puzzles selected by the touch operation by drawing a
locus on the input surface have the same attribute as one of the
predetermined conditions; and displaying a game content for use in
the battle game on a screen of the puzzle game when it is
determined that the predetermined conditions are satisfied.
2. The recording medium according to claim 1, which further
executes: erasing the puzzle and changing an arrangement of other
puzzles different from the puzzle when it is determined that the
predetermined conditions are satisfied; and displaying further
other puzzles changed in arrangement.
3. The recording medium according to claim 1, which further
executes: displaying the game content on the puzzle in a
superimposed manner near a position corresponding to the end of the
locus.
4. The recording medium according to claim 1, which further
executes: displaying the game content near a gauge indicating
cumulative points of the game content.
5. The recording medium according to claim 1, which further
executes: determining whether or not a predetermined number or more
of puzzles are arranged to form a rectangle as one of the
predetermined conditions.
6. The recording medium according to claim 1, which further
executes: awarding points according to awarding conditions
including a number of puzzles satisfying the predetermined
conditions as one of the conditions; determining whether or not a
cumulative value of respective points of the game content awarded
exceeds a predetermined threshold value; and displaying the game
content on the puzzle when it is determined that the cumulative
value of the points exceeds the predetermined threshold value.
7. The recording medium according to claim 6, which further
executes: awarding points according to the awarding conditions
further including at least one of the number of game contents
displayed on the puzzles and a level of the user as one of the
conditions.
8. The recording medium according to claim 1, which further
executes: generating a benefit having a predetermined effect in the
game according to the touch operation by drawing a locus on the
input surface.
9. The recording medium according to claim 1, which further
executes: processing progress of a game in which a first game
content selectively provided to the user is displayed on the screen
of the puzzle game according to the progress of the puzzle game,
and is used in the battle game competes with a second game content
which moves in a predetermined direction on the screen of the
puzzle game.
10. The recording medium according to claim 1, wherein the game
content has different parameters set in advance.
11. The recording medium according to claim 6, which further
executes: activating a predetermined effect in the game when it is
determined that the total cumulative value of points awarded
exceeds a predetermined threshold value.
12. The recording medium according to claim 11, wherein the
predetermined effect is that the puzzles are successively
erased.
13. A method of controlling an information processing apparatus
including an input surface adapted to detect a touch operation of a
user and processes progress of a puzzle game and a battle game,
comprising: determining with a determination device of the
information processing apparatus whether or not a puzzle selected
by a touch operation on the input surface satisfies predetermined
conditions; determining whether or not puzzles selected by the
touch operation by drawing a locus on the input surface have the
same attribute as one of the predetermined conditions; and
displaying with a display device of the information processing
apparatus game content for use in the battle game on a screen of
the puzzle game when it is determined in the determination step
that the predetermined conditions are satisfied.
14. The method according to claim 13, further comprising: erasing
the puzzle and changing the arrangement of other puzzles different
from the puzzle with a changing device of the information
processing apparatus when it is determined that the predetermined
conditions are satisfied, wherein, during displaying, other puzzles
changed in arrangement are further displayed.
15. The method according to claim 13, wherein, during displaying,
the game content is displayed on the puzzle in a superimposed
manner near a position corresponding to the end of the locus.
16. An information processing apparatus which includes an input
surface capable of detecting a touch operation of a user and
processes progress of a puzzle game and a battle game comprising: a
determination device that determines whether or not a puzzle
selected by a touch operation on the input surface satisfies
predetermined conditions and whether or not puzzles selected by the
touch operation by drawing a locus on the input surface have the
same attribute as one of the predetermined conditions; and a
display device that displays game content for use in the battle
game on a screen of the puzzle game when the determination device
determines that the predetermined conditions are satisfied.
17. The information processing apparatus according to claim 16,
further comprising: a changing device that erases the puzzle and
changes arrangement of other puzzles different from the puzzle when
the determination device determines that the predetermined
conditions are satisfied, wherein the display device further
displays other puzzles changed in arrangement by the chanting
device.
Description
TECHNICAL FIELD
[0001] This disclosure relates to a recording medium storing a game
program, which processes the progress of a puzzle game and a battle
game, and the like.
BACKGROUND
[0002] With the spread of electronic devices such as smartphones
and tablet terminals, in addition to games for home video game
machines, games for electronic devices are being actively
developed. For example, as disclosed in PUZZLE & DRAGONS
(Registered Trademark), Internet (URL: http://www.gungho.jp/pad/),
games in which characters compete with one another are being
developed.
[0003] FIG. 5 is a schematic view illustrating a game screen of a
game of the related art represented by a game disclosed in PUZZLE
& DRAGONS. As illustrated in FIG. 5, a region A1 where a puzzle
is displayed and a region A2 where the process of a battle between
characters is displayed are separated on the game screen. For this
reason, a battle with characters is only based on a secondary
result of solving a puzzle, and a strategic characteristic and a
sense of immersion when solving a puzzle are degraded.
[0004] It could therefore be helpful to provide a recording medium
storing a game program capable of realizing a highly interesting
strategic game with puzzles linked with battles between
characters.
SUMMARY
[0005] I provide a recording medium for storing a game program
which processes the progress of a puzzle game and a battle game,
the game program when executed on a computer including an input
surface capable of detecting a touch operation of a user to execute
instructions to determine whether or not a puzzle selected by a
touch operation satisfies predetermined conditions, to determine
whether or not puzzles selected by the touch operation by drawing a
locus on the input surface have the same attribute as one of the
predetermined conditions, and displaying a game content for use in
the battle game on a screen of the puzzle game when it is
determined that the predetermined conditions are satisfied.
[0006] The touch operation of the user refers to an operation of
the user to bring a finger or an indicator (for example, a stylus
or the like) into contact with or close to the input surface to
provide an input to the computer.
[0007] I also provide a recording medium, which further executes:
erasing the puzzle and changing the arrangement of other puzzles
different from the puzzle when it is determined that the
predetermined conditions are satisfied, and displaying further
other puzzles changed in arrangement.
[0008] I also provide a recording medium, which further executes:
displaying the game content on the puzzle in a superimposed manner
near a position corresponding to the end of the locus.
[0009] I also provide a recording medium, which further executes:
displaying the game content near a gauge indicating the cumulative
points of the game content.
[0010] I also provide a recording medium, which further executes:
determining whether or not a predetermined number or more of
puzzles are arranged to form a rectangle as one of the
predetermined conditions.
[0011] I also provide a recording medium, which further executes:
awarding points according to awarding conditions including a number
of puzzles satisfying the predetermined conditions as one of the
conditions, determining whether or not a cumulative value of
respective points of the game content awarded exceeds a
predetermined threshold value, and displaying the game content on
the puzzle when it is determined that the cumulative value of the
points exceeds the predetermined threshold value.
[0012] I also provide a recording medium, which further executes:
awarding points according to the awarding conditions further
including at least one of the number of game contents displayed on
the puzzles and a level of the user as one of the conditions.
[0013] I also provide a recording medium, which further executes:
generating a benefit having a predetermined effect in the game
according to the touch operation by drawing a locus on the input
surface.
[0014] I also provide a recording medium, which further executes:
processing the progress of a game in which a first game content,
which is selectively provided to the user, is displayed on the
screen of the puzzle game according to progress of the puzzle game,
and is used in the battle game, competes with a second game content
which moves in a predetermined direction on the screen of the
puzzle game.
[0015] I also provide a recording medium, wherein the game content
has different parameters set in advance.
[0016] I also provide a recording medium, which further executes:
activating a predetermined effect in the game when it is determined
that the total cumulative value of points awarded exceeds a
predetermined threshold value.
[0017] I also provide a recording medium, wherein the predetermined
effect is that the puzzles are successively erased.
[0018] I further provide a method of controlling an information
processing apparatus which includes an input surface adapted to
detect a touch operation of a user and processes progress of a
puzzle game and a battle game, the method including a determination
step in which a determination device of the information processing
apparatus determines whether or not a puzzle selected by a touch
operation on the input surface satisfies predetermined conditions,
determining whether or not puzzles selected by the touch operation
by drawing on a locus on the input surface have the same attribute
as one of the predetermined conditions, and a display step in which
a display device of the information processing apparatus displays a
game content for use in the battle game on a screen of the puzzle
game when it is determined in the determination step that the
predetermined conditions are satisfied.
[0019] I also provide a method, further including: a changing step
in which a changing device of the information processing apparatus
erasing the puzzle and changing the arrangement of other puzzles
different from the puzzle when it is determined in the
determination step that the predetermined conditions are satisfied,
wherein, in the display step, other puzzles changed in arrangement
are further displayed.
[0020] I also provide a method wherein, in the display step, the
game content is displayed on the puzzle in a superimposed manner
near a position corresponding to the end of the locus.
[0021] I further provide an information processing apparatus which
includes an input surface adapted to detect a touch operation of a
user and processes progress of a puzzle game and a battle game
comprising a determination device which determines whether or not a
puzzle selected by a touch operation on the input surface satisfies
predetermined conditions and whether or not puzzles selected by the
touch operation by drawing a locus on the input surface have the
same attribute as one of the predetermined conditions, and a
display device which displays a game content for use in the battle
game on a screen of the puzzle game when the determination device
determines that the predetermined conditions are satisfied.
[0022] I also provide an information processing apparatus, further
including: a changing device which erases the puzzle and changes
the arrangement of other puzzles different from the puzzle when the
determination device determines that the predetermined conditions
are satisfied, wherein the display device further displays other
puzzles changed in the arrangement.
[0023] According to the recording medium storing a game program,
the method of controlling an information processing apparatus, and
the information processing apparatus, when a puzzle satisfies
predetermined conditions, a game content for use in a battle game
is displayed on a screen of a puzzle game. Therefore, according to
the recording medium storing a game program and the like, it is
possible to provide a highly interesting strategic game with
puzzles linked with battle between game contents.
BRIEF DESCRIPTION OF THE DRAWINGS
[0024] FIG. 1 is a block diagram illustrating a configuration of a
main part of a mobile terminal according to an example.
[0025] FIGS. 2A and 2B are schematic views illustrating an example
of a game screen displayed on a display unit in the mobile terminal
and, specifically, FIG. 2A illustrates an example of a game screen
on which a locus is displayed on puzzles, and FIG. 2B illustrates
an example of a game screen on which a character is displayed at an
ending point of the locus.
[0026] FIG. 3 is a schematic view illustrating an example of a game
screen displayed when a predetermined number or more of puzzles
having the same color or pattern are arranged adjacent to one
another vertically and horizontally.
[0027] FIG. 4 is a flowchart illustrating an example of processing
executed by the mobile terminal.
[0028] FIG. 5 is a schematic view illustrating a game screen of a
prior art game.
[0029] FIG. 6 is a schematic view illustrating an example of a game
screen displayed on a display unit in the mobile terminal.
[0030] FIG. 7 is a schematic view illustrating an example of a game
screen displayed when puzzles are accumulated and a predetermined
number or more of puzzles are erased.
DESCRIPTION OF REFERENCE SIGNS
[0031] 1: locus [0032] 2: rectangle [0033] 6: puzzle [0034] 7a:
character (game content) [0035] 7b: enemy character (game content)
[0036] 8b: ending point (position corresponding to end of locus)
[0037] 11: puzzle determination unit (determination function)
[0038] 12: rectangle determination unit (determination function)
[0039] 13: benefit generation unit (generation function) [0040] 14:
point awarding unit (awarding function) [0041] 15: puzzle change
unit (change function) [0042] 16: point determination unit (point
determination function) [0043] 17: display output unit (display
function, display unit) [0044] 18: determination unit
(determination function) [0045] 41: input surface [0046] 100:
mobile terminal (computer, information processing apparatus)
DETAILED DESCRIPTION
[0047] An example will be described referring to FIGS. 1 to 4.
Outline of Mobile Terminal 100
[0048] FIGS. 2A and 2B are schematic views illustrating an example
of a game screen displayed on a display unit 50 in a mobile
terminal 100 and, specifically, FIG. 2A illustrates a game screen
D1 on which a locus 1 is displayed on puzzles 6, and FIG. 2B
illustrates a game screen D2 on which a character 7a is displayed
at an ending point 8b of the locus 1.
[0049] The mobile terminal 100 is an information processing
apparatus (computer) including an input surface 41 adapted to
detect a touch operation of a user and processes the progress of a
puzzle game and a battle game using a character (game content).
[0050] As illustrated in FIG. 2A, if the user follows the input
surface 41 (performs a single-stroke touch operation on the input
surface 41) using a finger (or an indicator such as a stylus), the
locus 1 connecting a touch-down position on the input surface 41 (a
position where touch to the input surface 41 starts; hereinafter,
referred to as "starting point 8a") to a touch-up position (a
position where touch to the input surface 41 ends; hereinafter,
referred to as "ending point 8b") is drawn on a plurality of
puzzles 6, and the plurality of puzzles 6 is selected.
[0051] When a plurality of puzzles 6 selected by a touch operation
to draw the locus 1 has the same color or pattern (attribute), the
mobile terminal 100 erases (deletes) a plurality of puzzles 6 and
changes the arrangement of other puzzles 6 different from a
plurality of puzzles.
[0052] Next, the mobile terminal 100 adds predetermined points
according to the number of puzzles 6 included in the locus 1 or the
like. When a cumulative value of the points exceeds a predetermined
threshold value, the mobile terminal 100 displays the character 7a
(a game content or a first game content) for use in a battle game
on the puzzle 6 in a superimposed manner (that is, on the screen of
the puzzle game) near the ending point 8b (in a predetermined
region including the ending point 8b) as shown in FIG. 2B.
[0053] The character 7a competes (performs a battle with) an enemy
character 7b (second game content) which moves in a predetermined
direction on the puzzles 6 (on the screen of the puzzle game). The
character 7a defeats an enemy character 7b, whereby it is possible
to prevent a game ending condition (for example, the enemy
character 7b reaches the lowest portion of the game screen D1) from
being satisfied and to allow the user to continue the game.
[0054] That is, the mobile terminal 100 displays the game screen D1
on which a region where puzzles are displayed and a region where
the process of battle between characters is displayed are
integrated (as the game screen of the game of the related art
illustrated in FIG. 5, the two regions are not separated). With
this, the mobile terminal 100 can provide a highly interesting
strategic game with puzzles linked with battle between
characters.
[0055] The mobile terminal 100 does not force the user to move a
focus between the two regions. With this, the mobile terminal 100
can provide a sense of immersion in the game to the user.
[0056] As described above, the game is a game in which the
character 7a (the character 7a for use in the battle game) which is
displayed on the screen of the puzzle game according to the
progress of the puzzle game competes with the enemy character 7b
which moves (moves in a predetermined direction) on the screen of
the puzzle game. However, the configuration of the game and the
game screen D1 illustrated in the drawing are merely examples for
descriptive purposes, and this disclosure is not limited
thereto.
[0057] Similarly, the character 7a and the enemy character 7b may
be predetermined game contents (arbitrary electronic data used by
the user in the game) for use in the progress of the puzzle game,
and the shape, pattern, color, and the like are not limited to the
shape and the like described in the above description and the
drawings.
Configuration of Mobile Terminal 100
[0058] FIG. 1 is a block diagram illustrating configuration of a
main part of the mobile terminal 100. As illustrated in FIG. 1, the
mobile terminal 100 includes an input unit 40 (input surface 41 and
input control unit 42), a control unit 10 (puzzle determination
unit 11, rectangle determination unit 12, benefit generation unit
13, point awarding unit 14, puzzle change unit 15, point
determination unit 16, display output unit 17, and determination
unit 18), a display unit 50, and a storage unit 30.
[0059] The input unit 40 receives a touch operation of the user. In
this example, the input unit 40 may be a touch panel adapted to
detect multi-touches. The input unit 40 includes an input surface
41 and an input control unit 42.
[0060] The input surface 41 is a device (for example, a touch
surface included in the touch panel) adapted to detect a position
designated by the touch operation of the user. The input surface 41
outputs coordinate information 5a corresponding to the designated
position to the input control unit 42.
[0061] The input control unit 42 retrieves coordinate information
5a from the input surface 41 at a predetermined time interval and
outputs a series of coordinate information 5a to the puzzle
determination unit 11 as the locus 1. When the coordinate
information 5a is retrieved from the input surface 41, the input
control unit 42 outputs the coordinate information 5a to the
rectangle determination unit 12.
[0062] The control unit 10 comprehensively controls the functions
of the mobile terminal 100. The control unit 10 includes a
determination unit 18 (puzzle determination unit 11 and rectangle
determination unit 12), a benefit generation unit 13, a point
awarding unit 14, a puzzle change unit 15, a point determination
unit 16, and a display output unit 17.
[0063] The determination unit (determination function) 18
determines whether or not a plurality of puzzles 6 selected by the
touch operation satisfies predetermined conditions. The
determination unit 18 includes a puzzle determination unit 11 and a
rectangle determination unit 12.
[0064] The puzzle determination unit (determination function) 11
determines whether or not a plurality of puzzles 6 selected by the
touch operation to draw the locus 1 on the input surface 41 has the
same color or pattern (attribute) as one of the predetermined
conditions and outputs the determined result (determination result
3a) to the benefit generation unit 13, the point awarding unit 14,
and the puzzle change unit 15.
[0065] The rectangle determination unit (determination function) 12
determines whether or not a predetermined number or more of puzzles
6 are arranged to form a rectangle as one of the predetermined
conditions and outputs the determined result (determination result
3b) to the puzzle change unit 15. The rectangle determination unit
12 determines whether or not the arrangement (information regarding
the arrangement is included in change information 4c) of the
puzzles 6 after the change has been made to form a predetermined
rectangle.
[0066] The benefit generation unit (generation function) 13
generates a benefit having a predetermined effect in the game
according to the locus 1 drawn on the input surface 41 and outputs
information (benefit information 4a) regarding the generated
benefit to the display output unit 17.
[0067] The point awarding unit (awarding function) 14 awards points
according to awarding conditions including the number of puzzles 6
satisfying the predetermined conditions as one of the conditions.
The point awarding unit 14 awards points according to the awarding
conditions including at least one of the number of characters 7a
displayed on the puzzles 6 by the display output unit 17 and the
level of the user as one of the conditions. The point awarding unit
14 outputs information (point information 4b) regarding the awarded
points to the point determination unit 16.
[0068] When the puzzle determination unit 11 determines that the
predetermined conditions are satisfied, the puzzle change unit
(change function) 15 erases the selected puzzles 6 and changes the
arrangement of other puzzles 6 different from the puzzles 6. For
example, the puzzle change unit 15 sequentially moves down and
arranges other puzzles 6 displayed in the upper portion of the
screen from the puzzles 6 such that the positions at which the
puzzles 6 are displayed are filled with other puzzles 6. The puzzle
change unit 15 outputs information (change information 4c)
regarding the arrangement of puzzles after change to the display
output unit 17.
[0069] When the rectangle determination unit 12 determines that the
puzzles 6 are arranged to form a rectangle, the puzzle change unit
15 erases the puzzles 6 and changes the arrangement of other
puzzles 6 different from the puzzles 6 arranged to form a
rectangle. In this case, the puzzle change unit 15 outputs the
change information 4c to the display output unit 17 and the
rectangle determination unit 12.
[0070] The point determination unit (point determination function)
16 determines whether or not a cumulative value of the points
awarded by the point awarding unit 14 exceeds a predetermined
threshold value and outputs the determined result (determination
result 3c) to the display output unit 17.
[0071] When the determination unit 18 (puzzle determination unit 11
or rectangle determination unit 12) determines that the
predetermined conditions are satisfied, the display output unit
(display function or display unit) 17 displays the character 7a for
use in the battle game on the screen of the puzzle game. For
example, the display output unit 17 displays the character 7a on
the puzzle 6 in a superimposed manner near a position corresponding
to the end of the locus 1 (that is, on the screen of the puzzle
game). The "position corresponding to the end" is an example, and
the display output unit 17 can display the character 7a on the
puzzle 6 in a superimposed manner near an arbitrary position (for
example, a starting point, an intermediate point or the like) of
the locus 1. When the point determination unit 16 determines that
the cumulative value of the points exceeds the predetermined
threshold value, the display output unit 17 displays the character
7a on the puzzle 6.
[0072] The display output unit 17 further displays other puzzles 6
changed in arrangement by the puzzle change unit 15. The display
output unit 17 generates information (display information 5b)
regarding a game screen (see FIGS. 2A, 2B, and 3) on which the
puzzles 6 are arranged and outputs the generated information to the
display unit 50.
[0073] The storage unit 30 is, for example, a storage device which
is constituted by an arbitrary recording medium such as a hard
disk, a solid state drive (SSD), a semiconductor memory, or a DVD,
and stores a game program capable of controlling the mobile
terminal 100 and data.
[0074] The display unit 50 is a device that displays a game screen.
In this example, the display unit 50 may be a liquid crystal
display. In FIG. 1, to clearly indicate the functions of the input
unit 40 and the display unit 50, both are shown separately.
However, for example, when the input unit 40 is a touch panel and
the display unit 50 is a liquid crystal display, both are
constituted as a single body.
Details of Game Screen
[0075] As described above referring to FIG. 2A, when the user
follows the input surface 41 with a finger to draw the locus 1
connecting a plurality of puzzles 6 having the same color or
pattern vertically, horizontally, or obliquely, the mobile terminal
100 erases (deletes) a plurality of puzzles 6 and changes the
arrangement of other puzzles 6.
[0076] The mobile terminal 100 adds points for each character 7a
according to (1) the number of puzzles 6, (2) the number of
characters 7a of the same kind already displayed on the puzzles 6,
and/or (3) the level of the user, and the like. That is, as
displayed in the lower portion of the game screen D1 illustrated in
FIG. 2A, the user can select a plurality of characters 7a. The
mobile terminal 100 adds the points to the cumulative points of the
character 7a currently selected. In FIG. 2A, the cumulative points
of the character 7a are indicated by a gauge G. The number of
appearing characters 7a may be indicated near the gauge G.
[0077] If the gauge G is full (the cumulative points exceed a
predetermined threshold value), the mobile terminal 100 displays
the character 7a currently selected at a place (near the ending
point 8b) finally followed by the user (see FIG. 2B). If the enemy
character 7b enters the range set for each character 7a, the
character 7a takes a predetermined action to the enemy character 7b
(for example, approaches the enemy character 7b and slashes the
enemy character 7b with a sword, shoots an arrow toward the enemy
character 7b from a distance, stops the progress of the enemy
character 7b with a shield, tumbles with the enemy character 7b, or
the like). With this, for example, it is possible to stop the
progress of the enemy character 7b or to force the enemy character
7b to retreat.
[0078] That is, the user needs to determine a method of drawing the
locus 1 including a plurality of puzzles 6 to be erased after
selecting the optimum character 7a according to the position of the
enemy character 7b on the puzzles 6 and the characteristic of the
character 7a and considering a position at which the character 7a
should be displayed. Therefore, the mobile terminal 100 can provide
a highly interesting strategic game with puzzles linked with battle
between characters.
[0079] The mobile terminal 100 can provide an enemy character
notification region P on the game screen D1 and can notify the user
of the number or type of enemy characters 7b coming into the
puzzles 6 in the enemy character notification region P. With this,
since the mobile terminal 100 can request the user to cope with a
coming enemy character 7b, it is possible to give the user a sense
of tension in the game.
[0080] In the above description, although a configuration in which
the enemy characters 7b sequentially appears downwardly from above
of the game screen D1 has been described, all of the enemy
characters 7b may appear simultaneously at the start of the game,
or the enemy characters 7b may appear in a formation. The mobile
terminal 100 may notify the user of the position where the enemy
character 7b appears. For example, one point on the puzzles 6 of
the game screen D1 blinks, whereby the user can know the position
where the enemy character 7b appears.
[0081] The user taps an item button B, thereby selecting or using a
predetermined item. The item includes an item having an effect of
(1) stopping the motion of the enemy character 7b, (2) changing the
arrangement to easily erase the puzzles 6, (3) causing damage to an
enemy, (4) increasing the number of selectable characters 7a, (5)
doubling points obtained by erasing the puzzles 6, (6) lowering the
predetermined threshold value to display the character 7a, (7)
providing an experience value to the character 7a or the like. That
is, the mobile terminal 100 provides the user with an item to make
the game advantageous, whereby it is possible to render the game
more accessible and expand the base of users.
[0082] The current level of the user is indicated by a level
display L. The level increases according to a score (indicated by a
score display S) acquired when the user plays and progresses in the
game. The mobile terminal 100 can provide a previous score or a
score acquired by another user to be readable by the user. With
this, the mobile terminal 100 can stimulate a user's aspiration
over the game.
[0083] A current stage is indicated by a stage display W. The user
plays and progresses in the game, whereby the number of stages
increases and the difficulty of the game increases. The remaining
number of enemy characters 7b in the current stage is indicated by
a remaining enemy number display E. The mobile terminal 100 can set
the elapsed time after a game play starts, the number of erased
puzzles 6, the number of acquired benefits, the number of defeated
enemy characters 7b, the defeat of a predetermined enemy character
7b or the like as one condition to end a stage.
[0084] The higher the level, the more the mobile terminal 100 may
increase points obtained when the puzzles 6 are erased. Similarly,
the greater the number of erased puzzles 6, the more the mobile
terminal 100 may increase the points, or the greater the number of
characters 7a displayed on the puzzles 6, the more the mobile
terminal 100 may decrease the points. With this, the mobile
terminal 100 can further increase the interest and strategic
characteristic of the game.
[0085] A display aspect of each character 7a may be controlled
according to a method of erasing the puzzles 6. For example, the
mobile terminal 100 can determine and control at least one of the
type of the characters 7a and the number of characters 7a according
to the puzzles 6 selected by the touch operation of the user and
determined that the predetermined conditions are satisfied
(according to the method of erasing the puzzles 6).
[0086] The mobile terminal 100 can limit the total number of
characters 7a on the predetermined conditions. For example, the
mobile terminal 100 may provide an upper limit of the total number
of characters 7a displayable for a predetermined time (for example,
within five minutes) or may provide an upper limit of the total
number of characters 7a displayable through one stage.
[0087] The mobile terminal 100 can limit the number of types of
characters 7a selectable on the predetermined conditions. For
example, the mobile terminal 100 can limit the number of types of
characters 7a selectable in a certain stage to five. In this case,
the user can designate the character 7a to be selectable during the
play of the stage among usable characters 7a before the play of the
stage starts.
[0088] The user can provide a predetermined effect directly to the
enemy character 7b by erasing the puzzles 6. For example, when the
user erases the puzzles 6 by a predetermined combination, it is
possible to provide an effect of suppressing the movement of the
enemy character 7b, erasing the enemy character 7b on the puzzle 6
along with the puzzle 6 or the like to the enemy character 7b.
Erasure of Rectangle of Puzzles
[0089] FIG. 3 is a schematic view illustrating a game screen D2
displayed when a predetermined number or more of puzzles 6 having
the same color or pattern are arranged adjacent to one another
vertically and horizontally. As illustrated in FIG. 3, when a
predetermined number (for example, six) or more of puzzles 6 are
arranged adjacent to one another vertically and horizontally, and
the puzzles 6 form a rectangle 2, the mobile terminal 100 applies a
predetermined effect (for example, blinking or the like) to display
the puzzles 6. In this case, the user can erase the puzzles 6 only
by tapping the puzzles 6 (providing the ending point 8b on the
input surface 41) without following the input surface 41.
[0090] When the cumulative points of the character 7a currently
selected exceed a predetermined threshold value by the erasure, and
the mobile terminal 100 displays the character 7a on the puzzle 6,
the mobile terminal 100 can make the character 7a appear from a
place (for example, the center of the rectangle 2) where the
puzzles 6 are erased.
[0091] When the rectangle determination unit 12 determines that the
puzzles changed in arrangement are further arranged to form the
rectangle 2, the puzzle change unit 15 further changes the
arrangement of the puzzles 6. That is, the puzzles satisfying the
conditions are erased one after another to link with the initial
erasure. With this, the mobile terminal 100 can give the user a
sense of exhilaration such that the puzzles are erased at a time
from the game screen.
[0092] The rectangle 2 illustrated in FIG. 3 is merely for
convenience of description. That is, the mobile terminal 100 may or
not display the rectangle 2 on an actual game screen.
Individuality of Character
[0093] The characters 7a selectable by the user may have different
parameters (hit point, attack power, defense power, attack range,
movement speed, movement range and the like). As described above,
the actions of the characters 7a to the enemy character 7b may be
different. With this, the mobile terminal 100 can further increase
the strategic characteristic of the game.
[0094] For example, the user selects a character 7a which shoots an
arrow toward an enemy character 7b who is dangerous when approached
and displays the character 7a at a position away from the enemy
character 7b, whereby a strategy to attack from a distance is
required. Alternatively, for an enemy character 7b which has a high
hit point and requires a long time in tumbling, a strategy to make
a character 7a having high attack power attack while using a
character 7a, which stops the progress of the enemy character 7b
with a shield, is required.
[0095] In this way, since the mobile terminal 100 displays the
character 7a and the enemy character 7b on the puzzles 6 in a
superimposed manner such that a region where puzzles are displayed
and a region where the process of battle between characters is
provided are integrated, it is possible to provide a highly
interesting strategic game with puzzles linked with the battle
between characters.
[0096] The cumulative value of the points necessary to make the
character 7a appear may be different for each character 7a. For
example, the stronger the character 7a, the greater the cumulative
points may be required. With this, the mobile terminal 100 can
appropriately maintain game balance.
[0097] Similarly, the enemy characters 7b may have different
parameters. The type of movable puzzles 6 may be different for each
enemy character 7b. For example, an enemy character 7b drawn in
blue is movable only on the puzzles 6 drawn in blue. With this,
since the mobile terminal 100 can make enemy character 7b rich in
variation appear, it is possible to provide a more highly
interesting strategic game.
[0098] The character 7a and the enemy character 7b may have
attributes or corresponding items set as different parameters. For
example, when the attribute of the character 7a is "fire," the user
can attack when the enemy character 7b is "wood"(or a hit point
becomes higher), and cannot attack when the enemy character 7b is
"water" (or the hit point becomes lower). For example, when the
character 7a attacks the enemy character 7b, the weak item of the
enemy character 7b may be set such that the hit point of a "sword"
becomes higher compared to when the corresponding item of the
character 7a is an "arrow." The user can confirm the weak item of
the enemy character 7b, for example, by referring to detailed
information of the enemy character 7b. The detailed information of
the enemy character 7b may be displayed on the game screen before a
battle, or the detailed information of each character during a
battle may be displayed (may be displayed in the enemy character
notification region P, may be displayed if the enemy character 7b
appeared on the puzzles 6 is tapped or the like).
Other Examples
[0099] In the foregoing example, although a configuration in which
the user arbitrarily selects a character among a plurality of
characters 7a displayed in the lower portion of the game screen and
points are added according to the number of erased puzzles 6
(regardless of the type of the puzzles 6) for the selected
character 7a has been described, the example is not limited
thereto. FIG. 6 is a schematic view illustrating an example of a
game screen displayed on the display unit in the mobile terminal,
and illustrates an example of a game screen on which each character
is displayed on the gauge of the character.
[0100] For example, points may be added to the gauge G of each
character 7a according to an icon (item) shown in the puzzles 6
erased by the user. Specifically, as illustrated in FIG. 6, when
the user erases the puzzles 6 of an icon of a sword, points are
added for a character 7a1 of a sword (which slashes at the enemy
character 7b with the sword), and a gauge G1 of the character 7a1
of the sword increases. When the user erases puzzles 6 of an icon
of a shield, points may be added for a character 7a2 of a shield
(which stops the progress of the enemy character 7b), and a gauge
G2 of the character 7a2 of the shield may increase. Although an
example where points are added for the character 7a according to an
icon shown in the puzzles 6 and the corresponding gauge G increases
has been described, for example, the gauge G of the character 7a
corresponding to the color of the puzzles may increase according to
the color of the puzzles 6.
[0101] With this, since the user needs to erase the puzzles 6
corresponding to the character 7a desired to generate, it is
possible to provide a more highly interesting strategic game with
characters linked with puzzles.
[0102] On a game screen D3 of the mobile terminal 100, if the user
erases the puzzles 6, the cumulative points of the character 7a
corresponding to an icon shown in the erased puzzles 6 are
accumulated in the gauge G. If the gauge G is full (the cumulative
points exceed a predetermined threshold value), the corresponding
character 7a is generated near the gauge G (for example, the ending
point, the center, or the like on the gauge G).
[0103] As illustrated in FIG. 6, when there are four characters 7a1
to 7a4 in the lower portion of the game screen D3 (before the play
starts, the user selects four characters 7a among the usable
characters 7a), for example, if the gauge G2 of the character 7a2
is full, the character 7a2 is generated and appears on the gauge
G2. The generated character 7a2 starts to move upward on the game
screen D3 from the generation position while moving to the right
and the left.
[0104] In this way, each character 7a may be generated on each
gauge G in the lower portion of the game screen D3 and may move
upward on the game screen D3 from the generation position. With
this, the user is required for a strategy different from when the
character 7a currently selected is displayed near a position
corresponding to the end of the locus followed by the user, and it
is possible to newly provide a highly interesting game.
[0105] As described above, a cumulative value of points required to
generate each character 7a may be different for each character 7a.
The mobile terminal 100 can limit the total number of characters 7a
to be generated. For example, when a given number of characters 7a3
are already generated on the game screen D3, it is possible to
correct point addition to the gauge G3 such that the character 7a3
is hardly generated even if the user erases the puzzles 6
corresponding to the character 7a3.
[0106] The characters 7a which are generated according to the
puzzles 6 erased by the user may be not only a character which has
an icon shown in the puzzles 6 as an item, but also a character
(hereinafter, referred to as "friend character 7a4") which is
operated by another user other than the user. The friend character
7a4 can be a character which indicates another user who performs
the game in another mobile terminal. In this case, the user can
select the friendly character 7a4 among the usable characters 7a
before the play of each stage starts. With this, it is possible to
make a character indicating another user appear in the game of the
user and to allow the user to feel a sense of presence while
progressing in the game with another user.
[0107] The puzzles 6 to be erased by the user may include a puzzle
which can recover a health point value HP of the character 7a,
which is performing a battle with the enemy character 7b. With
this, since the puzzles 6 are required to be erased while
determining whether or not to maintain the character 7a which is
performing a battle or to generate a new character 7a along with
the progress of the game, it is possible to provide a more highly
interesting strategic game.
Linked Erasure of Puzzles
[0108] The user erases the puzzles 6, and when the puzzles 6 are
accumulated and a predetermined number or more of puzzles 6 are
erased, the mobile terminal 100 can automatically activate a
predetermined effect. Specifically, as illustrated in FIG. 7, if
the user erases the puzzles 6, points are added to a fever gauge
GF, and the fever gauge GF increases. If the fever gauge GF is full
(the cumulative points exceed a predetermined threshold value), a
predetermined effect is automatically activated.
[0109] As the predetermined effect, if the puzzles 6 satisfy a
predetermined condition and are adjacent to one another, all of the
adjacent puzzles 6 are automatically erased. In the example
illustrated in FIG. 7, the predetermined condition is that a given
number or more of puzzles 6 of the same icon are continuously
adjacent to one another. In FIG. 7, four puzzles 6a to 6d are
continuously vertical, four puzzles 6e to 6h are continuously
horizontal, and these puzzles 6a to 6h are erased. If the puzzles
6a to 6h are erased, the arrangement of other puzzles 6 is changed
by the puzzle change unit 15 (for example, other puzzles 6
displayed in the upper portion of the screen from the puzzles 6a to
6h are sequentially moved down and arranged such that the positions
at which the puzzles 6a to 6h are displayed are filled with other
puzzles 6). If a predetermined number or more puzzles 6 after the
arrangement is changed are further continuously adjacent to one
another, all of the adjacent puzzles 6 are automatically erased,
and the puzzle change unit 15 further changes the arrangement of
other puzzles 6. In this case, puzzles satisfying a condition are
sequentially erased to link with the initial erasure. With this, it
is possible to allow the user to acquire points at a time and give
the user a sense of exhilaration such that the puzzles are erased
at a time from the game screen.
[0110] If the link of the puzzle erasure occurs, various benefits
are awarded to the user. The benefits are as follows: for example,
(1) a parameter of a specific character 7a among the selected
characters 7a changes to the user's advantage (for example, hit
point, attack power, defense power, or movement speed increases,
attack range or movement range is widened or the like), (2) the hit
point for a specific enemy character 7b increases (for example, the
hit point becomes 20 times), (3) the specified enemy character 7b
is easily shot, (4) a given damage can be given to all enemy
characters 7b appearing on the game screen, (5) the attack power of
the enemy character 7b is weakened for a given period of time (the
enemy falls insensible, the enemy is poisoned or the like), and the
user easily attacks the enemy character 7b and the like. In this
way, if the predetermined effect is activated, since various
benefits are awarded to the user, the user is required for a
strategy to successively erase the puzzles 6 as long as possible to
acquire points such that the fever gauge GF is full or the like.
Therefore, it is possible to provide a highly interesting strategic
game.
[0111] If the predetermined effect is activated, the mobile
terminal 100 may change the color of the puzzles 6 satisfying a
predetermined condition and are adjacent to one another, or may
display the puzzles 6 with blinking or the like. While the
predetermined effect is activated, the game screen D4 may be
changed in color as a whole (the color of the background may be
changed or the like), or may be displayed with blinking.
[0112] If the fever gauge GF is full, before a predetermined effect
is activated, the puzzle change unit 15 may change the arrangement
of the puzzles 6 such that the chain of the erasure of the puzzles
6 occurs. In FIG. 7, although when a given number or more of
puzzles 6 of the same icon are adjacent to one another has been
illustrated, for example, and when a given number or more of
puzzles 6 of the same color are adjacent to one another, the
puzzles may be erased.
Benefit According to Method of Erasing Puzzles
[0113] The mobile terminal 100 can award a benefit having a
predetermined effect in the game to the user according to a touch
operation to draw a locus 1 on the input surface 41. For example,
when a locus 1 which connects a puzzle 6 in a lower portion of a
game screen and a puzzle 6 in an upper portion of the game screen
in a straight line is drawn, the mobile terminal 100 may increase
the movement speed of a character 7a displayed on the puzzle 6.
[0114] Alternatively, when a locus 1 which connects a puzzle 6 on a
left side of a game screen and a puzzle 6 on a right side of the
game screen in a straight line is drawn, the mobile terminal 100
may increase the attack power of a character 7a displayed on the
puzzle 6.
[0115] The mobile terminal 100 may change the parameters of the
character 7a according to the color or pattern (attribute) of a
plurality of erased puzzles 6. For example, when the erased puzzle
6 is red, the mobile terminal 100 may increase the attack power of
the character 7a displayed on the puzzle 6.
Other Configurations
[0116] When the game ending condition (for example, the enemy
character 7b reaches the lowest portion of the game screen) is
about to be satisfied, the mobile terminal 100 can apply a
predetermined effect to the game screen. For example, the mobile
terminal 100 can display the game screen with blinking With this,
the mobile terminal 100 can make the user strongly recognize that
the game is about to be over and can trigger a sense of crisis.
[0117] The mobile terminal 100 can arrange predetermined obstacles
instead of the puzzles 6 or on the puzzles 6 in a superimposed
manner. For example, the mobile terminal 100 can arrange a fence, a
swamp, a pond, a mine, ice, and the like which obstruct the
movement of the enemy character 7b.
[0118] In this case, for example, an enemy character 7b having a
flying ability can freely move on the puzzles 6 regardless of
whether or not the obstacles are arranged. An enemy character 7b
stepping into a swamp may be swallowed into the swamp and may
disappear. An enemy character 7b practicing magic can freezes a
swamp or a pond through which an enemy character 7b having no
flying ability is impassable, whereby the enemy character 7b is
passable through the swamp or the pond. When the character 7a or
the enemy character 7b moves on the frozen swamp or pond, the path
may change randomly. The user may perform a touch operation,
thereby change the arrangement of the obstacles.
[0119] The obstacles may constitute the puzzles 6. For example,
when the user follows the input surface 41 to draw a locus 1 to
connect a plurality of swamps, the swamps can be erased.
Alternatively, when a locus 1 is drawn to connect a plurality of
fences, the fences can be changed to a powerful fence. A plurality
of obstacles may be present at the same coordinate. For example,
the mobile terminal 100 may arrange a structure such as a bridge,
over a swamp or may arrange a swamp under ice.
[0120] In this case, the puzzles and/or the characters are
constituted by various variations, the mobile terminal 100 can
provide a more highly interesting strategic game with puzzles
linked with battle between characters.
[0121] The mobile terminal 100 can provide an experience value to
the character 7a according to the progress of the game. When a
cumulative value of the experience value exceeds a predetermined
threshold value, the level of the character 7a increases (the
character 7a grows). When the level of the character 7a is higher,
the mobile terminal 100 can change the parameters (hit point,
attack power, defense power, attack range, movement speed, movement
range, and the like) of the character 7a.
[0122] With this, the mobile terminal 100 can give the user the
pleasure of bringing up the character 7a. Therefore, the mobile
terminal 100 can give the user a sense of immersion in the
game.
Processing Executed by Mobile Terminal 100
[0123] FIG. 4 is a flowchart illustrating an example of processing
executed by the mobile terminal 100.
[0124] The input control unit 42 determines whether or not a locus
1 is input on the input surface 41 (Step 1; hereinafter, "Step" is
abbreviated as "S"). When it is determined that the locus 1 is
input (YES in S1), the input control unit 42 retrieves the locus 1
(S2). Next, the puzzle determination unit 11 determines whether or
not a plurality of puzzles 6 selected by the locus 1 satisfies the
predetermined conditions (S3, determination step), and when it is
determined that the puzzles 6 satisfy the predetermined conditions
(YES in S3), the puzzle change unit 15 erases (deletes) a plurality
of puzzles 6 included in the locus 1 and changes the arrangement of
other puzzles 6 (S5).
[0125] The rectangle determination unit 12 determines whether or
not a predetermined number or more of puzzles 6 are arranged to
form a rectangle (S4). When it is determined that the puzzles 6 are
arranged to form a rectangle (YES in S4), the puzzle change unit 15
erases the puzzles 6 included in the rectangle and changes the
arrangement of other puzzles 6 different from the puzzles 6
(S5).
[0126] The point awarding unit 14 awards points according to the
number of puzzles 6 erased by the puzzle change unit 15, or the
like (S6), and the point determination unit 16 determines whether
or not the cumulative value of the points exceeds a predetermined
threshold value (S7). When the cumulative value of the points
exceeds the predetermined threshold value (YES in S7), the display
output unit 17 displays the character 7a currently selected by the
user on the puzzle 6 (S8, display step). The benefit generation
unit 13 can generate a benefit having a predetermined effect in the
game according to the locus 1 (S9).
Example of Realization by Software
[0127] A control block (in particular, the control unit 10) of the
mobile terminal 100 may be realized by a logic circuit (hardware)
formed by an integrated circuit (IC chip) or may be realized by
software using a central processing unit (CPU). In the latter case,
the mobile terminal 100 includes a CPU which executes a command of
the game program as software to realize the respective functions, a
read only memory (ROM) or a storage device (these are collectively
referred to as "recording medium") which records the game program
and various kinds of data in a computer (CPU)-readable state, a
random access memory (RAM) on which the game program is expanded
and the like. A computer (or the CPU) reads the game program from
the recording medium and executes the game program. As the
recording medium, "non-transitory medium," for example, a tape, a
disk, a card, a semiconductor memory, a programmable logic circuit,
or the like may be used. The game program may supply the game
program to the computer through an arbitrary transmittable
transmission medium (communication network, broadcast wave, or the
like). The game program may be realized in the form of a data
signal buried in a carrier in which the game program is implemented
by electronic transmission.
[0128] Specifically, the game program can process the progress of a
puzzle game and a battle game and causes a computer (mobile
terminal 100) to realize a determination function, a display
function, a change function, an awarding function, a point
determination function, and a generation function.
[0129] The determination function determines whether or not a
puzzle selected by a touch operation satisfies predetermined
conditions. The determination function can be realized by the
determination unit 18 (puzzle determination unit 11 and rectangle
determination unit 12). The details are as described above.
[0130] When it is determined by the determination function that the
predetermined conditions are satisfied, the display function
displays game content for use in the battle game on a screen of the
puzzle game. The display function can be realized by the display
output unit 17. The details are as described above.
[0131] When it is determined by the determination function that the
predetermined conditions are satisfied, the change function erases
(deletes) the puzzle and changes the arrangement of other puzzles
different from the puzzles. The change function can be realized by
the puzzle change unit 15. The details are as described above.
[0132] The awarding function awards points according to awarding
conditions including the number of puzzles satisfying the
predetermined conditions as one of the conditions. The awarding
function can be realized by the point awarding unit 14. The details
are as described above.
[0133] The point determination function determines whether or not a
cumulative value of points awarded by the awarding function exceeds
a predetermined threshold value. The point determination function
can be realized by the point determination unit 16. The details are
as described above.
[0134] The generation function generates a benefit having a
predetermined effect in the game according to a touch operation to
draw a locus on the input surface. The generation function can be
realized by the benefit generation unit 13. The details are as
described above.
[0135] My programs, apparatus and methods are not limited to the
above-described examples, and may be altered by those skilled in
the art within the scope of the appended claims. An example based
on a proper combination of technical means disclosed in different
examples is encompassed in the technical scope of this disclosure.
New technical features can be formed by combining technical means
disclosed in the examples.
[0136] My programs, apparatus and methods can be widely applied to
an arbitrary computer including an input surface capable of
detecting a position designated by a user's operation such as a
smartphone, a tablet terminal, a mobile phone, or a personal
computer.
* * * * *
References