Program and information processing device

JP2024101584A5Pending Publication Date: 2026-01-27FURYU KK
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Patent Information

Application Number
JP2023005556
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-01-18
Publication Date
2026-01-27

AI Technical Summary

Technical Problem

Beginners in the Minesweeper game struggle to understand the location of mine squares despite displayed numbers on safe squares.

Method used

A program and information processing device that displays hidden squares on a board, sets a first object, and calculates the number of adjacent object squares when a safe square is opened, presenting a range to the user when a selected safe square is adjacent to the object square.

Benefits of technology

Assists users in understanding the location of mine squares by highlighting adjacent squares, reducing guesswork and improving gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To aid play of a game.SOLUTION: A program provides a game that displays at least partial squares in a hidden state on a board surface in which multiple squares are disposed adjacently, and allows a user to open a safe square that is not an object square to which a first object is set from among hidden squares, and displays the number of adjacent object squares on the safe square when the safe square is opened and the object square is adjacent to the safe square. The program allows a computer to execute processing for presenting a range showing that one of squares adjacent to a selected safe square is an object square to a user when an already opened safe square is selected by the user. This technique can be applied to a program for providing a game, for example, Minesweeper.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The present technology relates to a program and an information processing device, and more particularly to a program and an information processing device that are capable of assisting game play. [Background technology]

[0002] Conventionally, there is a game (known as Minesweeper) in which at least some of the squares on a checkerboard-like display are hidden, and the goal is to open all of the hidden squares while avoiding certain squares that contain mines (see, for example, Patent Document 1).

[0003] In Minesweeper, when a safe square, which is a square where no mines are set, is opened and a mine square, which is a square where a mine is set, is adjacent to the safe square, the number of adjacent mine squares is displayed on the safe square. The user looks at the number displayed on the safe square and guesses the location of the mine square while opening the hidden safe square. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2001-218981 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, for beginners who are unfamiliar with the game, it is difficult to understand how to guess the location of a mine square, even though the number of adjacent mine squares is displayed on the safe square.

[0006] The present technology has been made in light of these circumstances, and is intended to make it possible to assist game play. [Means for solving the problem]

[0007] A program according to one aspect of the present technology is a game in which a board on which a number of squares are arranged adjacent to one another is displayed in a hidden state, and a user is prompted to open a safety square among the hidden squares that is not an object square to which a first object is set, and when a safety square is opened and an object square is adjacent to the safety square, the number of adjacent object squares is displayed on the safety square.In this program, when a safety square that has already been opened is selected by the user, a computer is caused to execute a process of presenting to the user a range indicating that any of the squares adjacent to the selected safety square is the object square.

[0008] An information processing device of one aspect of the present technology is a game in which a board on which a number of squares are arranged adjacent to each other is displayed in a hidden state with at least some of the squares, and a user is prompted to open a safety square among the hidden squares that is not an object square to which an object is set, and when a safety square is opened and an object square is adjacent to the safety square, the number of adjacent object squares is displayed on the safety square.The information processing device executes a program to provide this game, and when a safety square that has already been opened is selected by the user, the information processing device is equipped with a presentation control unit that presents to the user a range indicating that any of the squares adjacent to the selected safety square is the object square.

[0009] In one aspect of the present technology, a game is provided in which a board on which a number of squares are arranged adjacent to one another is displayed with at least some of the squares hidden, and a user is prompted to open a safety square among the hidden squares that is not an object square to which a first object is set, and in a program that provides the game, when a safety square is opened and an object square is adjacent to the safety square, the number of adjacent object squares is displayed on the safety square, and when a safety square that has already been opened is selected by the user, a range indicating that any of the squares adjacent to the selected safety square is the object square is presented to the user. [Brief description of the drawings]

[0010] [Figure 1] 1 is a block diagram showing an example of a hardware configuration of an information processing device according to an embodiment of the present technology. [Diagram 2] 2 is a block diagram showing an example of a functional configuration of an information processing device; [Diagram 3] FIG. 13 is a diagram showing a display example of a minesweeper game screen. [Figure 4] 13A and 13B are diagrams illustrating a mark mode and a scoop mode. [Diagram 5] FIG. 13 is a diagram illustrating a range focus function. [Figure 6] FIG. 13 is a diagram illustrating an example of a pop-up window explaining a range focus function. [Figure 7] FIG. 13 is a diagram illustrating a mistake check function. [Figure 8] FIG. 13 is a diagram showing an example of a pop-up window explaining the error check function. [Figure 9] 13A and 13B are diagrams illustrating an example of a method for notifying that a simple function is to be turned off. [Figure 10] FIG. 13 is a diagram showing an example of a pop-up window explaining a simple function. [Figure 11] FIG. 13 is a diagram illustrating a hint function. [Figure 12] FIG. 13 is a diagram illustrating a search function. [Figure 13] 11 is a flowchart illustrating a process performed by an information processing device. [Figure 14] FIG. 1 illustrates an example of a game distribution system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present technology will be described in the following order. 1. Configuration of information processing device 2. Functions of Minesweeper 3. Operation of information processing device 4. Variations

[0012] <1. Configuration of information processing device> FIG. 1 is a block diagram showing an example of a hardware configuration of an information processing device 1 according to an embodiment of the present technology.

[0013] An information processing device 1 in FIG. 1 is configured by a computer such as a smartphone, a tablet terminal, a PC, or a game machine.

[0014] As shown in FIG. 1, the information processing device 1 includes a control unit 11, a memory 12, a communication unit 13, a display 14, an operation unit 15, a camera 16, a speaker 17, and a microphone 18.

[0015] The control unit 11 is configured with a central processing unit (CPU), a read only memory (ROM), a random access memory (RAM), etc. The control unit 11 controls the overall operation of the information processing device 1 by executing a predetermined program.

[0016] An application execution unit 11A is implemented in the control unit 11. The application execution unit 11A executes a game program, whereby the information processing device 1 provides a game such as Minesweeper to the user.

[0017] The memory 12 is configured by a flash memory etc. The memory 12 stores various information such as the programs executed by the control unit 11 and game data.

[0018] The communication unit 13 is a wireless communication module that supports predetermined standards such as wireless LAN, Bluetooth (registered trademark), mobile communication, etc. The communication unit 13 communicates with various devices such as external devices and servers on the Internet.

[0019] The display 14 is configured with an organic EL display, an LCD, etc. The display 14 displays various screens such as game screens.

[0020] The operation unit 15 is configured with various buttons and a touch panel provided over the display 14. The operation unit 15 outputs to the control unit 11 a signal indicating the content of a user's operation.

[0021] The camera 16 captures moving images and still images under the control of the control unit 11. The images captured by the camera 16 are supplied to the control unit 11.

[0022] The speaker 17 outputs various sounds such as game music and sound effects based on audio data supplied from the control unit 11.

[0023] The microphone 18 detects the user's voice and outputs the voice data to the control unit 11.

[0024] FIG. 2 is a block diagram showing an example of a functional configuration of the information processing device 1.

[0025] In the information processing device 1, the application execution unit 11A executes a game program to implement a game control unit 51 in Fig. 2. As shown in Fig. 2, the game control unit 51 is made up of a game progress control unit 61 and a function control unit 62.

[0026] The game progress control unit 61 controls the overall progress of, for example, Minesweeper in response to user operations. The game progress control unit 61 displays the game screen on the display 14 and outputs game music and sound effects from the speaker 17.

[0027] The function control unit 62 executes various functions such as a range focus function, a mistake check function, a hint function, and a search function to assist in playing MineSweeper in response to user operations. Hereinafter, the range focus function and the mistake check function are collectively referred to as easy functions. Furthermore, when there is no need to distinguish between the hint function and the search function, these functions are simply referred to as item functions. Details of each function will be described later. When the user selects to execute various functions, the function control unit 62 controls the game screen, game music, and game sound effects in response to user operations.

[0028] <2. Functions of Minesweeper> About the game screen FIG. 3 is a diagram showing an example of a display of a Minesweeper game screen.

[0029] As shown in Fig. 3, a board BO in which, for example, multiple squares having the same shape are arranged adjacent to each other is displayed in the center of the game screen. Minesweeper is a game in which at least some of the squares in the board BO are displayed hidden, and the goal is to open all the other squares among the hidden squares while avoiding the object squares in which objects such as mines are set. In the following, it is assumed that a bee object is set in the object squares.

[0030] In Fig. 3, a gray square, such as square S1, indicates a square that is hidden as to whether it is an object square or a safety square. An object square is a square in which an object is set, and a safety square is a square in which an object is not set.

[0031] In Minesweeper, when an object square is opened, a bee icon is displayed on the object square, as in square S2. When a certain number of object squares are opened, the game is over, and when the number of opened object squares is less than the certain number and all safety squares are opened, the game is cleared.

[0032] When a safety square is opened and an object square is adjacent to the safety square above, below, left, right, or diagonally, the number of adjacent object squares is displayed on the safety square, as in square S3. The "1" displayed on square S3 indicates that one of the five squares adjacent to square S3 is an object square. Hereinafter, the safety square on which the number of adjacent object squares is displayed is referred to as the number square. The user looks at the number displayed on the number square and guesses the position of the object square while opening the hidden safety square.

[0033] Furthermore, when a safety square is opened and no object square is adjacent to the safety square, no number is displayed on the safety square, as in square S4. Alternatively, a "0" may be displayed on the safety square. In the following, a safety square that does not display the number of adjacent object squares is referred to as a blank square. When a blank square is opened by the user, for example, all safety squares adjacent to the blank square are opened.

[0034] For example, the game starts with at least one square open. The entire board BO does not need to be displayed on the game screen, and the user can enlarge, reduce, or move the board displayed on the game screen.

[0035] Heart Hs are displayed in the upper right corner of the BO on the board. The number of heart Hs indicates how many object squares must be opened before the game is over. At the start of the game, for example, multiple heart Hs are displayed in the upper right corner of the BO on the board, and as object squares are opened, the number of heart Hs decreases. If the number of heart Hs reaches 0 before all safety squares are opened, the game is over.

[0036] When the number of hearts H reaches 0, a pop-up window is displayed in which the user can choose to increase the number of hearts H by, for example, watching an advertisement, or to check the answer. If checking the answer is selected, which squares on the board BO are object squares are displayed.

[0037] When the user taps (presses) the reset button displayed after checking the answer, the game board is displayed as it was when the game started, and the user can play the game again from the beginning. When the reset button is tapped, the number of hearts H is also the same as the number of hearts H displayed when the game started.

[0038] A box B1 showing the number of hidden object squares is displayed to the right of the heart H. A switch button B2 for switching between mark mode and shovel mode is displayed at the bottom left of the board BO.

[0039] A hint button B3 for using the hint function is displayed at the bottom right of the board BO, and a search button B4 for using the search function is displayed to the right of the hint button B3. The number of times each item function can be used is displayed at the top right of each of the hint button B3 and search button B4. If the number of times an item function can be used is 0 (in the example of FIG. 3, a plus sign and an arrow are displayed), the user can increase the number of times the item function can be used by one, for example, by watching an advertisement once. Note that the user can increase the number of times an item function can be used any number of times.

[0040] A settings button B5 for changing game settings is displayed in the upper right part of the game screen. The user can tap the settings button B5 and operate the displayed settings screen to, for example, switch the easy function on / off. When the easy function is turned on, the area focus function and the mistake check function are activated. Details of the easy function will be described later.

[0041] FIG. 4 is a diagram for explaining the mark mode and the scoop mode.

[0042] As shown in A of FIG. 4, when a flower, for example, is displayed on the switching button B2, the mark mode is on. In the mark mode, when the user taps (selects) a hidden square, a mark (second object), for example a flower, is displayed on the tapped square, as in square S11 of A of FIG. 4. Hereinafter, the square on which the mark is displayed is referred to as the mark square. When the user taps (selects) the mark square again, the display of the mark on the tapped mark square is turned off. In the mark mode, when the user presses and holds a hidden square, the pressed and held square is opened. Note that if the opened square is a blank square, all of the safety squares adjacent to the opened blank square are opened.

[0043] The user can mark a square that the user suspects to be an object square. The user cannot open the marked square by long pressing the marked square, and cannot open the marked square unless the user taps the marked square again to remove the mark.

[0044] When a mark is placed on a square, the number of hidden object squares shown in box B1 decreases by 1. If there are more mark squares than the actual number of hidden object squares, the number shown in box B1 becomes negative.

[0045] If the actual number of hidden object squares is, for example, 8 and the number of mark squares is, for example, 9, the number shown in box B1 will be -1. If the number of mark squares is greater than the actual number of hidden object squares, a pop-up window is displayed containing, for example, the text "You have placed more marks than allowed."

[0046] After the pop-up window is closed, if the number of marked squares again becomes greater than the actual number of hidden object squares while playing on the same board, the pop-up window will not be displayed. If the number of marked squares becomes greater than the actual number of hidden object squares while playing on the next board, the pop-up window will be displayed in the same way.

[0047] If all the safety squares are opened and none of the hidden object squares are marked, the unmarked hidden object squares will automatically be marked, and the game will be cleared.

[0048] As shown in A of FIG. 4, when the user taps (presses) the switching button B2, the mark mode is turned off and the shovel mode is turned on.

[0049] As shown in B of Fig. 4, when a shovel is displayed on the switching button B2, the shovel mode is on. In the shovel mode, when the user taps (selects) a hidden square, the tapped square is opened, as in square S11 in B of Fig. 4. Also, in the shovel mode, when the user presses and holds a hidden square, a flower mark is displayed on the square that was pressed and held.

[0050] As shown in B of FIG. 4, when the user taps (presses) the switching button B2, the shovel mode is turned off and the mark mode is turned on.

[0051] As described above, in either mark mode or shovel mode, hidden squares can be marked or hidden squares can be opened, so the user can play without switching between mark mode and shovel mode.

[0052] In addition, in either mark mode or shovel mode, when an already opened number square is tapped (selected) by the user, if the value of the number displayed on the tapped number square matches the total number of marked squares and already opened object squares among the squares adjacent to the tapped number square, all hidden squares other than the marked squares among the squares adjacent to the tapped number square are opened.

[0053] About the area focus function FIG. 5 is a diagram illustrating the range focus function.

[0054] In the range focus function, when, for example, a number cell S21 is tapped (selected) by the user as shown in A of Fig. 5, a frame F1 is displayed surrounding all eight cells adjacent to the tapped number cell S21 as shown in B of Fig. 5. The eight cells adjacent to the number cell S21 and the number cell S21 are displayed in a color different from the other cells as shown by hatching in B of Fig. 5.

[0055] When a number cell other than the number cell S21 is tapped while the frame F1 is displayed with the number cell S21 at its center, the display of the frame F1 is turned off and a new frame is displayed surrounding all eight cells adjacent to the tapped number cell. In this case, the colors of the eight cells adjacent to the number cell S21 and the number cell S21 return to their original colors, and the colors of the eight cells adjacent to the tapped number cell and the number cell itself are changed.

[0056] When a square other than the number square is tapped while the frame F1 centered on the number square S21 is displayed, the display of the frame F1 is turned off, and the colors of the eight squares adjacent to the number square S21 and the number square S21 return to their original colors. In other words, when a square other than the number square is tapped, the presentation of the frame F1 and the like by the range focus function is terminated. Squares other than the number squares include hidden squares, object squares that have already been opened, blank squares that have already been opened, and mark squares.

[0057] In addition, when the range focus function is activated for the first time after the user plays Minesweeper of the present technology for the first time, a pop-up window P1 explaining the range focus function is displayed superimposed on the game screen, as shown in FIG. 6.

[0058] In the example of Figure 6, pop-up window P1 displays the text "Range Focus," an image of the board on which the range focus function has been performed, text explaining the range focus function, and a button for turning off the display of pop-up window P1.

[0059] As described above, in the range focus function, when a user selects an already opened number square, a range is presented to the user indicating that any of the squares adjacent to the selected number square is an object square.

[0060] The extent to which any of the adjacent squares to the selected number square is the object square is presented by highlighting the adjacent squares to the selected number square. Highlighting includes, for example, displaying a frame around all squares adjacent to the selected number square, changing the color of the squares adjacent to the selected number square, and changing the color of the numbers displayed on the number squares adjacent to the selected number square. These highlighting methods can also be combined to highlight the adjacent squares to the selected number square.

[0061] By looking at the frame centered on the number cell, the user can confirm the range in which the number displayed on the number cell indicates the number of object cells. Therefore, the information processing device 1 can help the user understand which range the object cells are included in based on the number on the selected number cell.

[0062] In addition, when a user taps an already opened number square, the range focus function is not activated if a hidden square other than the mark square is opened among the squares adjacent to the tapped number square. In other words, the range focus function is activated when the value of the number displayed on the tapped number square does not match the total number of mark squares and the number of already opened object squares among the squares adjacent to the tapped number square. In addition, when the value of the number displayed on the tapped number square matches the total number of mark squares and the number of already opened object squares among the squares adjacent to the tapped number square, the range focus function is activated when a hidden square other than the mark square is not adjacent to the selected number square.

[0063] If tapping an already opened number square opens a hidden square other than the mark square, the range focus function is not activated, so the information processing device 1 can activate the range focus to suggest to the user that he or she needs to guess the position of the object square based on the number displayed on the tapped number square.

[0064] Note that the user can use the range focus function any number of times when playing on one board. The range focus function may also be activated when a blank space is selected by the user.

[0065] About the mistake check function FIG. 7 is a diagram for explaining the error check function.

[0066] In the mistake check function, as shown in FIG. 7, when, for example, boxes S31, S33, and S34 have marks placed, and the user places a mark on box S32, the numbers on the number boxes S41, S42, and S43 are displayed, for example, surrounded by red circles.

[0067] In the mistake check function, if the total number of marked squares and the number of object squares that have already been opened among the squares adjacent to a number square is greater than the value of the number displayed in that number square, the number displayed in that number square is displayed surrounded by a circle.

[0068] In the example of Fig. 7, the number cells S41 and S42 displaying "1" are adjacent to two mark cells (cells S31 and S32), so the numbers in the number cells S41 and S42 are displayed surrounded by circles. Also, the number cell S43 displaying "2" is adjacent to three mark cells (cells S32, S33, and S34), so the number in the number cell S43 is displayed surrounded by a circle.

[0069] In addition, when the mistake check function is activated for the first time after the user plays Minesweeper of the present technology for the first time, a pop-up window P11 explaining the mistake check function is displayed superimposed on the game screen, as shown in FIG. 8.

[0070] In the example of Figure 8, the pop-up window P11 displays the text "Miss Check," an image of the board on which the miss check function has been performed, text explaining the miss check function, and a button to turn off the display of the pop-up window P11.

[0071] As described above, in the mistake check function, when a hidden square is newly marked or an object square is opened, and the sum of the number of marked squares and the number of opened object squares among the squares adjacent to a number square is greater than the value of the number displayed in the number square, the display method of the number square is changed. The display method of the number square is changed by, for example, surrounding the number in the number square with a shape such as a circle, changing the color of the number in the number square, or changing the color of the number square.

[0072] For example, by looking at a number square where a number surrounded by a circle is displayed, the user can know that at least one of the mark squares adjacent to the number square is not an object square. The user can easily check which mark squares on the board may not be object squares by tapping a number square where a number surrounded by a circle is displayed and causing the information processing device 1 to further execute a range focus function.

[0073] -How to turn on / off the Easy Feature When a user plays Minesweeper of the present technology for the first time, for example, the easy function is automatically turned on. The user can use the easy function for free (without watching advertisements) until, for example, a predetermined number of boards (for example, 20 types of boards) are cleared. Hereinafter, the period from when the user plays Minesweeper for the first time until the predetermined number of boards are cleared is referred to as the free period. For example, when the easy function is turned on and the predetermined number of boards are cleared, the user is notified to turn off the easy function.

[0074] FIG. 9 is a diagram illustrating an example of a method for notifying that a simple function is to be turned off.

[0075] For example, as shown in FIG. 9, a pop-up window P21 is displayed superimposed on the game screen to notify the user that the simple function will be turned off.

[0076] In the example of Fig. 9, the pop-up window P21 displays the text "Easy Function", an image showing the board state where the area focus function and the mistake check function have been executed, and a text indicating that the easy function will be turned off. The pop-up window P21 also displays a button for selecting whether to continue using the easy function in the future, and a button for selecting not to use the easy function.

[0077] If it is selected to continue using the simple function, for example, an advertisement is displayed, and after the advertisement is viewed by the user, the pop-up window P21 is closed with the simple function still on. On the other hand, if it is selected not to use the simple function, the simple function is turned off and the pop-up window P21 is closed.

[0078] Note that the pop-up window P21 will not be displayed during the free period.

[0079] The user can also switch the easy function on / off by tapping the setting button B5 (Figure 3) on the game screen and operating the displayed setting screen. If the easy function is turned on during the free period and then turned off by operating the setting screen, the free period ends. Note that even if the easy function is turned off, it may be possible to turn it on again and use it during the free period.

[0080] When the simple functions are turned off and the user selects to turn on the simple functions by operating the setting screen, a pop-up window P31 explaining the simple functions is displayed superimposed on the game screen, as shown in Fig. 10. The pop-up window P31 may be displayed superimposed on the setting screen.

[0081] 10, the pop-up window P31 displays the text "Simple Functions", an image showing the board on which the focus area function and the check mistake function have been executed, and text explaining the simple functions. The pop-up window P31 also displays a button for selecting whether to use the simple functions and a button for selecting not to use the simple functions.

[0082] When the use of the simple function is selected, for example, an advertisement is displayed, and after the advertisement is viewed by the user, the simple function is turned on and the pop-up window P31 is closed. After the simple function is turned on by operating the setting screen, the user can use the simple function free of charge (without viewing the advertisement). On the other hand, when it is selected not to use the simple function, the pop-up window P31 is closed with the simple function turned off. It is also possible for the provider of the game program to charge the user a fee for using the simple function. For example, when the use of the simple function is selected in the pop-up window P31, the fee for using the simple function is charged and then the simple function is turned on. When, for example, 120 yen is charged as a fee for using the simple function, the simple function is turned on until 10 boards are cleared, or for one month.

[0083] About the Hint feature FIG. 11 is a diagram for explaining the hint function.

[0084] As described above, when the hint button B3 is tapped on the game screen, the hint function is executed. In the hint function, at least one object square among the hidden squares is presented to the user. Specifically, in response to a user operation such as tapping the hint button B3, a mark is displayed on at least one hidden object square as shown in FIG. 11. In the example of FIG. 11, marks are placed on two squares S51 and S52 by the hint function.

[0085] The range focus function and the hint function may be used in combination. For example, when the hint button B3 is tapped in a state where a frame surrounding all the squares adjacent to the number square selected by the user is displayed by the range focus function, at least one hidden object square adjacent to the number square selected by the user is presented by the hint function.

[0086] About the search function FIG. 12 is a diagram illustrating the search function.

[0087] As described above, when the search button B4 is tapped on the game screen, the search function is executed. In the search function, a display is displayed indicating whether a square selected by the user among the hidden squares is an object square.

[0088] Specifically, in response to a user operation such as tapping the search button B4, for example, a magnifying glass icon is displayed on all hidden squares as shown in A of Fig. 12. The user taps a hidden square that the user wants to check whether it is an object square or not. For example, it is assumed that the user taps squares S61 and S62.

[0089] If the square tapped by the user is a safety square, the tapped square is opened, for example, as in square S61 of B in Fig. 12. On the other hand, if the square tapped by the user is an object square, the tapped square remains hidden, and a mark is displayed on the square, for example, as in square S62 of B in Fig. 12.

[0090] As described above, the information processing device 1 can assist the user in playing a game such as Minesweeper by using the simple function and the item function.

[0091] <3. Operation of the information processing device> Next, the process performed by the information processing device 1 will be described with reference to the flowchart in Fig. 13. Note that, here, a description of the process when a hidden square is selected by the user will be omitted.

[0092] In step S101, the game progress control unit 61 displays a game screen and controls the progress of the game in response to a user's operation.

[0093] In step S102, the function control unit 62 determines whether or not a number box has been selected by the user.

[0094] If it is determined in step S102 that a number square has been selected, in step S103, the function control unit 62 executes a range focus function of presenting to the user a range indicating that any of the squares adjacent to the safety square (number square) selected by the user is an object square. The function control unit 62 functions as a presentation control unit that presents to the user a range indicating that any of the squares adjacent to the safety square (number square) selected by the user is an object square.

[0095] In step S104, the function control unit 62 determines whether or not the user has selected a number square for the first time since playing the game for the first time.

[0096] If it is determined in step S104 that the number box has been selected for the first time, the function control unit 62 displays a description of the range focus function in step S105. After the description of the range focus function is displayed, the process proceeds to step S106.

[0097] If it is determined in step S102 that a number square has not been selected, or if it is determined in step S104 that this is not the first time that a number square has been selected, the process also proceeds to step S106.

[0098] In step S106, the function control unit 62 judges whether or not a mistake has occurred. For example, if a new mark is added to a hidden cell or an object cell is opened, and the total number of marked cells and the number of already opened object cells among the cells adjacent to a number cell becomes greater than the value of the number displayed on the number cell, it is judged that a mistake has occurred.

[0099] If it is determined in step S106 that an error has occurred, then in step S107, function control section 62 executes an error check function.

[0100] In step S108, the function control unit 62 determines whether or not a mistake has occurred for the first time since the user started playing the game.

[0101] If it is determined in step S108 that the mistake has occurred for the first time, function control unit 62 displays an explanation of the mistake check function in step S109. After the explanation of the mistake check function is displayed, the process proceeds to step S110.

[0102] If it is determined in step S106 that no mistake has occurred, or if it is determined in step S108 that this is not the first time that a mistake has occurred, the process also proceeds to step S110.

[0103] In step S110, the game progress control unit 61 determines whether or not the game has been cleared.

[0104] If it is determined in step S110 that the game has not been cleared, the process returns to step S102, and the subsequent steps are repeated.

[0105] On the other hand, if it is determined in step S110 that the game has been cleared, then in step S111, the function control unit 62 determines whether or not the user has cleared a predetermined number of boards.

[0106] If it is determined in step S111 that the user has cleared a predetermined number of boards, in step S112, the function control unit 62 notifies the user that the easy function will be turned off, for example by displaying a pop-up window in which the user can select whether or not to continue using the easy function in the future.

[0107] In step S113, the function control unit 62 determines whether or not the user has selected to continue using the simple function.

[0108] If it is determined in step S113 that the user has selected to continue using the simple function, in step S114, the function control unit 62 displays an advertisement. After the advertisement is viewed by the user, the function control unit 62 closes the pop-up window while keeping the simple function on. After the pop-up window is closed, the process proceeds to step S115.

[0109] If it is determined in step S111 that the user has not cleared a predetermined number of boards, the process proceeds to step S115. If it is determined in step S113 that the user has selected not to use the easy function, the function control unit 62 turns off the easy function and closes the pop-up window. After the pop-up window is closed, the process proceeds to step S115.

[0110] In step S115, the game progress control unit 61 displays a clear screen. Specifically, when the game is cleared, the display of the heart H, box B1, switch button B2, hint button B3, search button B4, etc. is turned off on the game screen (FIG. 3), and the board BO is colored. After that, the illustration expressed on the entire board BO and the name of the illustration are displayed.

[0111] In the above process, a game is provided in which at least some of the squares on a board on which multiple squares are arranged adjacent to each other are displayed in a hidden state, and the user is prompted to open a safety square among the hidden squares that is not an object square in which a first object is set, and when a safety square is opened and an object square is adjacent to the safety square, the number of adjacent object squares is displayed on the safety square. In particular, when a safety square that has already been opened is selected by the user by the range focus function, a range is presented to the user indicating that one of the squares adjacent to the selected safety square is an object square.

[0112] Through the above process, the user can easily understand which range of object squares they should guess based on the number on the selected number square.

[0113] <4. Modifications> The shape of each square placed on the board does not have to be a square, and may be, for example, a regular hexagon.

[0114] FIG. 14 is a diagram illustrating an example of a game distribution system.

[0115] The game distribution system shown in FIG. 14 is configured by connecting a game program distribution server 101 and an information processing device 1 via a network 102 such as the Internet.

[0116] In the game distribution system of FIG. 14, a game program executed by an information processing device 1 is provided by a game program distribution server 101 via a network 102.

[0117] In this way, it is possible for the game program to be provided in a download or streaming format from game program distribution server 101, which is a server on the Internet. Alternatively, the program may be provided in a so-called network game format, that is, in a format in which the main program resides in a server and the user plays the game by accessing the server. In other words, the format in which the game program is provided is not limited to the format in which it is provided by so-called package media.

[0118] The program executed by the computer may be a program in which processing is performed chronologically in the order described in this specification, or it may be a program in which processing is performed in parallel or at the required timing, such as when called.

[0119] In this specification, a system refers to a collection of multiple components (devices, modules (parts), etc.), regardless of whether all the components are in the same housing. Therefore, multiple devices housed in separate housings and connected via a network, and a single device in which multiple modules are housed in a single housing, are both systems.

[0120] It should be noted that the effects described in this specification are merely examples and are not limiting, and other effects may also be obtained.

[0121] The embodiments of the present technology are not limited to the above-described embodiments, and various modifications are possible without departing from the gist of the present technology.

[0122] For example, the present technology can be configured as cloud computing, in which a single function is shared and processed collaboratively by multiple devices via a network.

[0123] Furthermore, each step described in the above flow chart can be executed by one device, or can be shared and executed by a plurality of devices.

[0124] Furthermore, when a single step includes multiple processes, the multiple processes included in the single step can be executed by a single device, or can be shared and executed by multiple devices. [Explanation of symbols]

[0125] 1 information processing device, 11 control unit, 11A application execution unit, 12 memory, 13 communication unit, 14 display, 15 operation unit, 17 speaker, 51 game control unit, 61 game progress control unit, 62 function control unit

Claims

1. A game in which a board having a plurality of adjacent squares is displayed with at least some of the squares hidden, and a user is prompted to open a safety square among the hidden squares that is not an object square to which a first object is set, A program for providing a game, in which when the safety square is opened and the object square is adjacent to the safety square, the number of adjacent object squares is displayed on the safety square, When the user selects an already opened safety mass, a range indicating that any of the masses adjacent to the selected safety mass is the object mass is presented to the user. A program that causes a computer to execute a process.

2. presenting the range by highlighting the squares adjacent to the safety square selected by the user; The program according to claim 1.

3. Highlighting the squares adjacent to the safety square selected by the user includes displaying a frame surrounding all of the squares adjacent to the selected safety square. The program according to claim 2.

4. Highlighting the squares adjacent to the safety square selected by the user includes changing the color of the squares adjacent to the selected safety square. The program according to claim 2 or 3.

5. Highlighting the squares adjacent to the safety square selected by the user includes changing the color of the number displayed on the safety square adjacent to the selected safety square.

4. The program according to claim 2 or 3.

6. When a safety mass adjacent to the object mass is selected from among the safety masses that have already been opened, the range is presented to the user. The program according to any one of claims 1 to 3.

7. If the user selects a square other than the safety square where the number is displayed, the presentation of the range is terminated. The program according to any one of claims 1 to 3.

8. When the safety mass is selected by the user for the first time, a description of a first function that presents the range to the user is displayed. The program according to any one of claims 1 to 3.

9. displaying a second object on the hidden square in response to a predetermined operation by the user; When the total number of the squares adjacent to the safety square, including the squares in which the second object is displayed and the object squares that have already been opened, is greater than the number of objects displayed on the safety square, a second function is executed to change the display method of the safety square. The program according to any one of claims 1 to 3.

10. The display method of the safety square is changed by at least one of surrounding the number with a predetermined figure, changing the color of the number, and changing the color of the safety square. The program according to claim 9.

11. When the total number of the squares adjacent to the safety squares, including the squares in which the second object is displayed and the object squares that have already been opened, becomes greater than the number of objects displayed on the safety squares for the first time, an explanation of the second function is displayed and the second function is executed. The program according to claim 9.

12. displaying a second object on the hidden square in response to a predetermined operation by the user; When the user selects the safety square that has already been opened, if the number displayed on the selected safety square does not match the total number of the squares adjacent to the selected safety square in which the second object is displayed and the number of the object squares that have already been opened, present the range; When the user selects the safety square that has already been opened, if the number displayed on the selected safety square matches the total number of the squares adjacent to the selected safety square in which the second object is displayed and the object squares that have already been opened, all the squares adjacent to the selected safety square other than the square in which the second object is displayed are opened. The program according to any one of claims 1 to 3.

13. When the already opened safety square is selected by the user, and the number displayed on the selected safety square matches the total number of squares adjacent to the selected safety square in which the second object is displayed and the already opened object squares, and when the square in which the second object is not displayed and is hidden is not adjacent to the selected safety square, the range is presented. The program according to claim 12.

14. If the safety mass is opened and the object mass is not adjacent to the safety mass, open all adjacent safety masses. The program according to any one of claims 1 to 3.

15. presenting at least one of the hidden object masses in response to a predetermined operation by the user; The program according to any one of claims 1 to 3.

16. In response to a predetermined operation by the user, at least one hidden object mass adjacent to the safety mass selected by the user is presented. The program according to claim 15.

17. In response to a predetermined operation by the user, a display is displayed indicating whether the square selected by the user from among the hidden squares is the object square. The program according to any one of claims 1 to 3.

18. A game in which a board having a plurality of adjacent squares is displayed with at least some of the squares hidden, and a user is prompted to open a safety square among the hidden squares that is not an object square in which an object is set, an information processing device that executes a program for providing a game that, when the safety square is opened and the object square is adjacent to the safety square, displays the number of the adjacent object squares on the safety square; and a presentation control unit that, when the user selects an already opened safety mass, presents to the user a range indicating that any of the masses adjacent to the selected safety mass is the object mass. Information processing device.