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Match 3 : ウィキペディア英語版
Tile-matching video game

A tile-matching video game is a type of puzzle video game where the player manipulates tiles in order to make them disappear according to a matching criterion.〔The definition proposed by Juul (2007).〕 In many tile-matching games, that criterion is to place a given number of tiles of the same type so that they adjoin each other. That number is often three, and the corresponding subset of tile-matching games is referred to as match-three games.〔Juul (2009) p. 100〕
The core challenge of tile-matching games is the identification of patterns on a seemingly chaotic board. Their origins lie in late 1980s games such as ''Tetris'', ''Chain Shot!'' (''SameGame'') and ''Puzznic''. Tile-matching games were made popular in the 2000s, in the form of casual games distributed or played over the Internet, notably the ''Bejeweled'' series of games.〔(Juul (2007) )〕 They have remained popular since, with the game ''Candy Crush Saga'' becoming the most-played game on Facebook in 2013.〔''San Francisco Chronicle'' Thursday, March 28, 2013 Business Report "Tech Chronicles" Page C2〕
Tile-matching games cover a broad range of design elements, mechanics and gameplay experiences. They include purely turn-based games but may also feature arcade-style action elements such as time pressure, shooting or hand-eye coordination. The tile matching mechanic is also a minor feature in some larger games. Video game researcher Jesper Juul therefore considers tile matching to be a game mechanic, rather than a distinct genre of games.〔Juul (2009) p. 84〕
==History==
The mechanism of matching game pieces to make them disappear is a feature of many non-digital games, including Mahjong solitaire and Solitaire card games.〔Juul (2009) p. 98〕 Jesper Juul traces the history of tile-matching video games back to ''Tetris'' and ''Chain Shot!'', both published in 1985. While both focus on pattern matching, they differ in important design points such as time pressure, tile manipulation and match criteria. A second generation of influential matching games – ''Puzznic'', ''Columns'', ''Dr. Mario'' and ''Plotting'' – was published in 1989 and 1990.〔
Games building on ''Dr. Marios mechanics include ''Puyo Puyo'' (1991), ''Baku Baku Animal'' (1995) and ''Puzzle Fighter'' (1996). Building on the shooting mechanic introduced in ''Plotting'', ''Dr. Mario'' also influenced ''Puzzle Bobble'' (1994), which in turn inspired ''Puzz Loop'' (1998), ''Hexic'' and ''Zuma'' (2004), and ''Luxor'' (2005).〔
''Columns'' was the basis of a line of development of tile matching games based on shifting or swapping tiles. It included ''Yoshi's Cookie'' (1992) and ''Panel de Pon'' (1995), which introduced the swapping mechanic. Combined with the introduction of time pressure in 1998's ''Collapse!'', it resulted in the very influential ''Bejeweled'' (2001). That game inspired a great number of games including ''Zoo Keeper'' (2003), ''Big Kahuna Reef'' (2004), ''Jewel Quest'' (2004), ''Bejeweled 2'' (2004), ''Chuzzle'' (2005) and ''Bejeweled 3'' (2010).
Many casual tile matching games continue to be published. Their development is characterized by gradual evolution, where new games makes only small changes, if any, to a formula known from previous games.〔Juul (2009) p. 92〕 In the highly competitive market for downloadable casual games, new entries must be familiar enough to appeal to players of earlier games, but innovative enough to differentiate the new game from earlier ones. This leads to developers, according to Juul, "simultaneously trying to out-innovate and out-clone each other".〔Juul (2009) p. 94〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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