Crossword game program
The crossword game program addresses the limitations of existing crossword games by enabling character string recognition and direction display, facilitating repeated gameplay without hints, thereby enhancing player engagement.
Patent Information
- Application Number
- JP2024131920
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-08-08
- Publication Date
- 2026-02-20
- Estimated Expiration
- 2044-08-08
AI Technical Summary
Existing crossword game programs lack the ability to recognize character strings placed on a board and do not allow for repeated gameplay without predefined hints.
A crossword game program that utilizes a computer to display a board with squares, indicates the direction of character strings, and sets the number of characters that make up a character string, and a character number setting means for setting the number of characters and displaying the direction of the string, allowing players to decide the string placement themselves.
Enables recognition of character strings regardless of their orientation on the board, allowing for repeated gameplay without predefined hints, enhancing player engagement and variety.
Smart Images

Figure 2026029166000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a crossword game program for placing character strings on a board. [Background technology]
[0002] There have been crossword games in which characters are placed on a board. For example, Patent Document 1 below discloses a program for generating a crossword game. It describes how a conventional crossword game is created by placing characters on a board with no black squares.
[0003] Patent Document 1 is directed to creating a crossword game, and does not propose a new way of playing. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2024-060392 Summary of the Invention [Problem to be solved by the invention]
[0005] An object of the present invention is to provide a novel crossword game program that can recognize character strings placed on the board. [Means for solving the problem]
[0006] The crossword game program of the present invention causes a computer to function as a board display means for displaying a board with multiple squares on a display, a direction display means for displaying a mark indicating the direction of a character string placed on the board, and a character number setting means for setting the number of characters that make up a character string that can be placed on the board. [Effects of the Invention]
[0007] In this invention, the number of characters in a string of characters is set, and the direction of the string of characters is displayed. By knowing the number of characters and the direction, it is possible to read the string of characters on the board no matter which direction the string is facing on the board. Furthermore, in this invention, there is no means to set questions (hints), and the player decides the string of characters to place on the board themselves, so unlike conventional crossword games, it can be played repeatedly. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing the configuration of a crossword game program according to the present invention. [Figure 2] 10 is a flowchart showing the control of the crossword game. [Figure 3] FIG. 10 is a diagram showing a display in which the character "Gakufu" is arranged on the face of the board. [Figure 4] FIG. 10 is a diagram showing the display when "science" is entered in the text box. [Figure 5] FIG. 10 is a diagram showing the display before the character "science" is rotated. [Figure 6] This is a diagram showing the display of the character "science" rotated 90 degrees clockwise. [Figure 7] This is a diagram showing a display in which the "ga" of "kagaku" (science) is arranged so that it overlaps the "ga" of "gakufu" (study). [Figure 8] This is a diagram showing the display after the turn has changed and "trick" has been entered into the ironware stock box. [Figure 9] FIG. 10 is a diagram showing the display after characters have been placed in all squares on the board and "Bunri" has been entered in the text box. [Figure 10] FIG. 10 is a diagram showing how the direction of a character string is determined by selecting a square. DETAILED DESCRIPTION OF THE INVENTION
[0009] The crossword game program of the present invention will be described with reference to the drawings.
[0010] [Embodiment 1] The crossword game program 10 shown in FIG. 1 provides a computer with the functions described above. The computer may be a smartphone, a tablet, a personal computer, or a dedicated game device. The crossword game program 10 may be stored in a storage device of the computer, or may be stored in a storage device of a network and executed via the network. The computer may be connected to the network.
[0011] The crossword game program 10 includes a display unit 12, a dictionary unit 14, and a control unit 16.
[0012] The display unit 12 displays the screens to be described on a display provided in the computer or a display connected to the computer. The display may be equipped with a touch panel.
[0013] For example, the display unit 12 includes a board display means 18 that displays a board having a plurality of squares on the display. The squares are arranged in multiple directions on the board. For example, the squares are arranged in two perpendicular directions on the board. Furthermore, character strings are placed on the board facing the direction in which the squares are arranged. The display unit 12 may include a direction display means 20 that displays a mark indicating that direction. The direction display means 20 displays a mark to indicate the direction of the character string in the square where the first character of the character string is placed. The mark may be a character, a symbol, a figure, or the like. For example, an arrow may be displayed as the mark, and the direction of the character string may be indicated by the direction of the arrow, or a character such as "right" may be displayed, and the meaning of the character may indicate the direction of the character string. Furthermore, the display unit 12 includes a display keyboard, buttons, and other means for displaying explanatory screens.
[0014] The dictionary unit 14 stores character strings. The character strings stored in the dictionary unit 14 are character strings related to languages used by people. Nouns, verbs, etc. in Japanese, English, etc. are stored. For Japanese, character strings may be stored in the format of hiragana, katakana, or kanji. The type of character strings stored in the dictionary unit 14 may be changed depending on the type of characters used in the crossword puzzle, or all types of character strings may be stored. The parts of speech of the character strings stored in the dictionary unit 14 are nouns, verbs, etc. The dictionary unit 14 may also include place names, personal names, etc.
[0015] The control unit 16 includes a character number setting means 22 for determining the number of characters constituting a character string, an input means 24 for inputting a character string, a confirmation means 26 for confirming whether the input character string is a character string stored in the dictionary unit 14, a direction determination means 28 for determining the direction of the character string, a character string arrangement means 30 for arranging a character string on the board, a board search means 32 for searching for a character string among the characters on the board, and an ending means 34 for ending the game.
[0016] The character number setting means 22 sets the number of characters of a string that can be placed on the board. For example, a string of characters that can be placed on the board may be a string of three characters. The present application is a program for placing a string of characters consisting of a set number of characters on the board. The number of characters may be a predetermined number, or may be changeable. If the number is predetermined, the number of characters does not change depending on the game, and the character number setting means 22 stores (retains) the determined number in a computer storage device (memory, hard disk, etc.). If the number is changeable, the number may be changed randomly by the program, or the player may be allowed to select any number. In this case, the character number setting means 22 may store a different number of characters for each game. Each time the number of characters is changed, the number of characters stored in the storage device is rewritten. The crossword game progresses with the number of characters stored or changed by the character number setting means 22.
[0017] The input means 24 is used to input a character string into a text box. At least one of a screen keyboard displayed on the display, a physical keyboard, or a mouse can be used. The screen keyboard may be used in conjunction with a touch panel provided on the display. When a mouse is used, characters on the screen keyboard may be selected with the mouse. The screen keyboard may be of any type, such as a QWERTY input keyboard or a flick input keyboard, as long as it allows a character string to be input. If the computer is equipped with a microphone, the input means 24 may allow voice input. The input character string is used by the confirmation means 26, direction determination means 28, and character string arrangement means 30.
[0018] The input means 24 may display a message requesting a retry when a character string that has already been used is input. The same character string is prevented from being placed on the board multiple times in one game. In order to determine whether a character string has been placed on the board, the character string placed on the board may be stored in a storage device (memory, hard disk, etc.) provided in the computer.
[0019] The input means 24 may display a message requesting the player to re-input the character string if the number of characters in the input character string differs from the number of characters set by the character number setting means 22. This prevents a character string with a different number of characters from the set number from being placed on the board.
[0020] The confirmation means 26 checks whether the input character string is a character string stored in the dictionary unit 14. Character strings that can be placed on the board are limited to those stored in the dictionary unit 14. If the input character string is not in the dictionary unit 14, the user is prompted to re-enter it. If the input character string is in the dictionary unit 14, the next step can be proceeded to.
[0021] The direction determination means 28 determines the direction in which the characters of the character string are arranged. Characters in a character string are arranged in one direction, which matches one of the directions in which the squares are arranged. If the squares are arranged horizontally and vertically, the direction in which the character string is arranged can be either rightward, leftward, upward, or downward. A rotation button may be displayed on the display and the character string can be rotated by selecting the button, or four directions of the character string may be displayed and selected. If a touch panel is used, buttons may be selected by touch. Buttons may also be selected using a physical keyboard or mouse. The direction is determined for each character string entered. Even if the same character string is entered repeatedly during game play, the direction of the character string may not be the same in every game. The character string to be placed on the board is uniquely determined by the character number setting means 22 and the direction determination means 28.
[0022] The string placement means 30 places the string, the direction of which has been determined, on the board. The string is moved onto the board and placed in a square on the board. If a touch panel is used, the string may be placed on the board by dragging it with a finger to the desired location on the board. Alternatively, the string may be placed on the board using a physical keyboard or mouse. One character is placed in one square. The characters are placed in consecutive squares equal in number to the number of characters in the string. For example, if the string has three characters, the characters are entered in three consecutive squares.
[0023] The string is placed so that at least one character overlaps with a character on the board. As long as there is at least one overlapping character, there is no limit to the number of overlapping characters. For example, in the case of a three-character string, characters 1 to 3 are placed so that they overlap with the characters on the board. Characters that do not overlap are placed in empty squares. In other words, at least one character in the string overlaps with a character on the board, and characters that do not overlap are placed in empty squares.
[0024] If at least one character in the string is to be placed on top of a different character than the character in a square on the board, the string placement means 30 displays a message to redo the placement of the string on the board and does not allow the string to be placed on the board. Only one character can be placed in one square, and any subsequent character that is placed must be the same character.
[0025] No character string is initially placed on the board. Therefore, a character string may be initially placed on the board, or the character string initially placed by the player may be arranged so that the characters do not overlap. When initially placing a character string on the board, a means may be provided for selecting an arbitrary character string from the dictionary unit 14 and placing it on the board. In this case, the character string may be placed at an arbitrary location on the board, or at a fixed location. For example, the character string may be placed in the center of the board.
[0026] The direction display means 20 described above displays a mark indicating the direction of the character string in the square where the first character of the character string is placed. For example, an arrow indicating the direction of the character string may be displayed in the square. The character string can be understood by reading the characters from the square where the arrow is displayed in the direction of the arrow. While well-known crossword puzzles have a set reading direction from top to bottom if the puzzle is vertically oriented and from left to right if the puzzle is horizontally oriented, the reading direction of the character string in the present application is not set. Since the direction of the character string is determined by the player, the character string can be recognized by the presence of a mark that indicates the direction of the character string when it is placed on the board. The number of characters required to recognize the character string is determined by the character number setting means 22.
[0027] The board search means 32 is a means for searching for character strings contained in the dictionary unit 14 from characters on the board. After characters have been entered into all squares on the board, if a character string contained in the dictionary unit 14 is included among the consecutive characters on the board, the character string can be superimposed on the consecutive characters. Therefore, even after characters have been entered into all squares, the game continues as long as there are character strings that can be placed on the board. The search for character strings is performed by extracting character strings from consecutive squares equal to the number of characters used in the game and confirming that the extracted character strings are included in the dictionary unit 14. The extracted character strings are all possible directions in which character strings can be placed from each square. Note that character strings entered via the input means 24 are excluded. For example, character strings entered in the computer's storage device as described above can be stored and excluded when searching the board. The board search means 32 may count the number of searched character strings and display this number on a display, allowing the number of remaining character strings that can be placed on the board to be known. The board search means 32 may be activated after characters have been placed in all squares on the board, or it may be activated each time a character string is placed on the board.
[0028] The termination means 34 is used to end the game. The termination means 34 can be activated at any time, and the game ends when the termination means 34 is activated. The game can be ended by activating the termination means 34 when the player can no longer think of a character string. For example, pressing the "Kousan" button, which will be described later, activates the termination means 34 and ends the game.
[0029] Next, the process of entering a string of characters on the board will be specifically explained using the flowchart in Figure 2, etc. The character number setting means 20 sets the number of characters that make up the string of characters (S1). The string of characters is input so that it has the determined number of characters, and is then placed on the board. The number of characters may be determined after the game starts, or may be determined in advance. If the number of characters is determined in advance, the character number setting means 20 holds the number of characters stored in the storage device. The determined number of characters is stored in the computer's storage device and is held during the game. In this explanation, the number of characters is assumed to be 3, and is stored in the storage device.
[0030] As shown in Figure 3, suppose that a board 38 is displayed on the display, with five squares 36 arranged vertically and horizontally to form a square. Furthermore, suppose that the computer first places the character string "gakufu" ("gakufu"), one character per three consecutive squares 36 in the center of the board 38 (S2). The character string is right-oriented, and an arrow (mark) pointing right is displayed by the direction display means 20 in the square 36 containing the first character "ga." It indicates that the character string will be formed by reading the characters in the direction of the arrow.
[0031] The input means 24 is activated to input a character string. For example, as shown in Fig. 4, "kagaku" ("kagaku"), which allows the character "ga" to be overlapped in the character string "gakufu," is input into the text box 42 using the screen keyboard 40. If there is a mistake when inputting the characters, the back button 44 is pressed to delete the characters, and if there is no mistake in the characters input, the decision button 46 is pressed (S3).
[0032] When the decision button 46 is pressed, the confirmation means 26 checks whether "kagaku" is included in the dictionary unit 14 (S4). If the character string is included, the screen changes to one that rotates the character string (Fig. 5). If the character string is not included, a message to that effect is displayed on the display, and the process returns to the step of inputting characters again (S3).
[0033] As shown in Figure 6, when the "rotate right" or "rotate left" button 48, 50 is pressed, the direction determination means 28 rotates the character string "science" so that the character string is vertical (S5). The rotation buttons 48, 50 can be pressed any number of times, and each time the button is pressed, the character string rotates 90 degrees. By selecting the back button 44 in Figure 6 (S6), it is possible to return to character input.
[0034] As shown in Figure 7, by dragging and moving the character string so that the "ga" of "kagaku" overlaps the "ga" of "gakufu" (S7), the character string placement means 30 places "kagaku" on the board 38. A downward arrow is displayed in the square 36 of the first character "ka" to indicate the direction in which the character string should be read. When the characters are placed on the board 38, your turn ends and it becomes the opponent's turn.
[0035] The opponent's turn starts from the character input step (S3). For example, as shown in Figure 8, the character "kufu" is input, which overlaps the character "kufu." After that, each time each player finishes inputting characters on the board 38, the opponent can start from the character input step (S3).
[0036] Character strings are input into the board 38 in the above-described order, and when all the squares 36 on the board 38 are filled with characters, the board search means 32 searches the dictionary unit 14 for character strings that can be overlapped among the character strings on the board 38, and finds the number of overlapping character strings. For example, in the case of FIG. 9, there are 10 character strings that can be overlapped on the board 38, and this number is displayed. For example, it is conceivable to input the character string "bunri" ("letter") and place it in the bottom row. Even if all the squares 36 on the board 38 are filled with characters, the game continues as long as there are character strings that can be overlapped.
[0037] Regardless of the flowchart shown in Figure 2, the "Give up" button 52 can be pressed at any time during the game. If the player cannot think of a character string to input, for example, pressing this button 52 will end the game via the termination means 34, and the player who pressed the "Give up" button 52 will lose. Furthermore, each player continues to enter characters on the board 38, and when there are no more characters to enter, the player whose turn it is at that time may press the "Give up" button 52 to end the game.
[0038] As described above, the present invention allows a player to create strings of characters to be placed on the board 38 and fill in the squares 36. By knowing the number of characters in a string and the direction of the string, the player can recognize a string of characters from among multiple characters when looking at the board 38, making the game enjoyable. After a string of characters that is different by even one character is placed on the board 38, it becomes necessary to place a different string of characters. Even if the string of characters is the same, if the square 36 in which it is placed changes, it may not be possible to place it on the board 38 unless a different string of characters is selected. The strings that can be placed on the board 38 change depending on the player's ideas, so the strings that can be placed on the board 38 vary for each game, making the game less boring.
[0039] [Embodiment 2] The shape of the board 38 is not limited to a rectangle. The shape of the board 38 is not limited to the grids 36 being arranged in a square, and the grids 36 may be arranged in any shape. The number of grids 32 to be arranged is also not limited. The shape of the grids 36 is also not limited to a rectangle, and may be any shape. For example, the grids 36 may be hexagonal. The board 38 may have any shape as long as it is capable of being used for a crossword game. The shape of the board 38 and the number of grids 36 may be set in advance, or may be set by the player before starting the game.
[0040] The number of corners determined by the shape of the square 36 may be the same as the number of directions of the character strings, such as four directions if the square 36 is a rectangle, or six directions if the square 36 is a hexagon. The number of directions of the character strings may not be determined by the number of corners of the square 36, and the number of directions of the character strings may be determined arbitrarily.
[0041] The board 38 is not limited to being flat, but may be three-dimensional. A plurality of squares 36 may be arranged on a three-dimensional shape such as a cube and displayed as the board 38, or a plurality of squares 36 may be arranged on a loop shape and displayed as the board 38.
[0042] Squares on which characters cannot be placed (so-called black squares) may be provided on the board 38. The black squares may be placed arbitrarily by the computer at the beginning of the game, or may be placed by the player himself.
[0043] [Embodiment 3] The number of characters in a string that can be input by the input means 24 is not limited to three. The number of characters may or may not be limited. The number of characters in a string that can be input by the character number setting means 22 may be fixed to one, or may be multiple, or the number of characters may be set so that a string of any number of characters can be input without being fixed to one or multiple. The number of characters in a string that can be input may be displayed on the display so that the player can know.
[0044] The types of characters that can be input (hiragana, katakana, kanji, alphabet, etc.) may or may not be limited. Furthermore, the parts of speech (nouns, verbs, adjectives, etc.) of the character string that can be input are also optional, and all parts of speech may be input, or only some parts of speech may be input. The number of characters, types of characters, and parts of speech of the character string that can be input may be set in advance, or may be set by the player before starting the game.
[0045] In hiragana and katakana, the so-called small characters "っ," "ゃ," "ユ," "ヨ," "ワ," "あ," "イ," "ゥ," "え," and "オ," which are expressed as double consonants and yo-on sounds, may be placed as a single character in one square 36. In such cases, the so-called large characters "つ," "YA," "ユ," "YO," "WA," "あ," "イ," "ウ," "え," and "オ," which are expressed as normal characters, may be placed in the square 36, or they may be placed in the square 36 as small characters. Both small and large characters may be placed in the square 36 where double consonants and yo-on sounds are placed. Furthermore, when large characters are placed, the double consonants and yo-on sounds may be treated as the same character.
[0046] In the case of a crossword game using alphabets, the alphabets that can be input by the input means 24 may be either uppercase or lowercase, or both may be used. The alphabets placed on the board 38 may be either uppercase or lowercase, or both may be used.
[0047] [Embodiment 4] The input means 24 may display an error to the player if the number of characters in the input string is not the set number. A string entered with a different number of characters from the set number is not used by the confirmation means 26, and the player is prompted to enter the characters again using the input means 24. Also, if the characters that can be used in a string are set to one type, such as hiragana, katakana, kanji, or the alphabet, the input means 24 may display an error if a different type of character is entered. In this case, the player is prompted to enter the characters again using the input means 24.
[0048] [Embodiment 5] The number of players is not limited to two. Multiple players take turns inputting characters, determining the direction, and placing them. Pressing the "Kousan" button 52 causes a loss, and the last player remaining wins. There can be one player or multiple computers. Players can feel like they are playing against multiple people.
[0049] The present invention may be adapted to allow remote battles using computers via the Internet. Multiple players simultaneously connect their computers to the Internet and take turns inputting, rotating, and arranging character strings.
[0050] Pressing the "Kousan" button 52 results in a loss, but when letters have been placed in all squares 36 on the board 30 and further character strings have been placed on top of the letters on the board 38, and there are no more character strings to place, the player whose turn it is may lose, or the game may end in a draw.
[0051] [Embodiment 6] The control unit 16 may be equipped with a timing means. The time it takes for a player to place a string of characters is measured. A time limit for each player may be set, and the displayed time may be subtracted from the time limit. The time measured is the time from when it is a player's turn (when the opposing player's string of characters is placed on the board) until the player places a string of characters on the board. The game may end when the time limit reaches 0. By setting a time limit, it is also possible to assess the speed of the player's thinking.
[0052] [Embodiment 7] If the character string input by the input means 24 is not stored in the dictionary unit 14, it may be determined that the character string has been entered incorrectly. A means for counting the number of incorrect entries may be provided, and the number of incorrect entries may be counted. The game may be ended when the number of incorrect entries reaches a predetermined number. By setting a limit on the number of incorrect entries, the player is required to enter the character string accurately.
[0053] [Embodiment 8] The board search means 32 does not have to be provided. The game continues even after letters have been placed in all of the squares 36 on the board 38. The game can continue even without searching for character strings that can be placed on the board 38 using the board search means 32. If a player presses the "Kousan" button 52, they lose, so the player who does not press the "Kousan" button 52 until the end wins.
[0054] [Embodiment 9] The character string may be input after the direction of the character string is determined, and the character strings stored in the dictionary unit 14 may be searched. Alternatively, the character string may be input and the direction determined before the character strings stored in the dictionary unit 14 are searched. The order in which the character string is input and the direction determined is not particularly limited. As long as the character string is input, the timing of searching the character strings stored in the dictionary unit 14 is not particularly limited.
[0055] [Embodiment 10] The direction determination means 28 may determine the direction of the character string by performing a motion indicating a direction on the display. As shown in FIG. 10, by touching a display equipped with a touch panel with a finger 54 and dragging it in the direction of arrow Y, the direction of arrow Y becomes the direction of the character string. The direction in which the finger 54 is moved is one of the directions in which the squares 36 are arranged. While FIG. 10 shows the touch panel being operated with a finger 54, the touch panel may also be operated with a stylus or the like. Furthermore, in the case of a non-touch panel such as a personal computer display, the pointer may be moved while clicking a mouse button, and the direction of the movement may become the direction of the character string. Furthermore, even with a controller for a dedicated game console or the like, the direction of the character string may be determined by pressing a direction button. If the computer is equipped with a camera, the direction may be determined by indicating a direction with a gesture such as a finger, capturing an image of the gesture with the camera, and recognizing the direction.
[0056] As described above, when determining a direction with the finger 54, a touch pen, a mouse pointer, a direction button on a controller, or the like, the finger or the like may simultaneously select a square 36 into which a character string is to be placed. The character string placement means 30 places the character string in the selected square 36. In FIG. 10 , it is assumed that when the finger 54 is moved in the direction of arrow Y, three squares 36 through which arrow Y passes are touched and selected. The character string placement means 30 places the character string in the three squares 36. The squares 36 may be selected consecutively and linearly, or may be selected so that the squares 36 are connected one by one in a linear fashion. The direction of the character string and the square 36 into which the character string is to be placed are determined simultaneously. The method of placing the character string by the character string placement means 30 is not limited as long as at least one character of the input character string overlaps with a character placed in a square 36 on the board 38.
[0057] 10, the character string is input using the input means 24, and the character direction determination means 28 operates after the confirmation means 26 confirms that the character string is recorded in the dictionary unit 14. The direction determination means 28 may be activated before the character string is input, and the character string may be input using the input means 24 after the direction of the character string and the square 36 in which it is to be placed are determined, that is, after the direction determination means 28 and the character string placement means 30 are activated.
[0058] [Embodiment 11] Although the character number setting means 22 determines the number of characters in the character string for each game or fixes the number of characters in the character string for all games, the present invention is not limited to such an embodiment. Each time a character string is placed on the board 38 in a single game, the character number setting means 22 may set the number of characters in the character string to an arbitrary number. Each time a character string is placed on the board 38, the number of characters may change or remain the same.
[0059] [Embodiment 12] A means for creating character strings to be stored in the dictionary unit 14 may be provided. Character strings to be stored in the dictionary unit 14 may be obtained from the Internet or the like and stored in the dictionary unit 14. When storing character strings, a function may be provided for excluding character strings that appear in copyrighted documents.
[0060] In addition, the present invention can be implemented in various forms with various improvements, modifications, and changes made based on the knowledge of those skilled in the art without departing from the spirit of the present invention. [Explanation of symbols]
[0061] 10: Crossword game program 12: Display section 14: Dictionary section 16: Control unit 18: Board display means 20:Direction display means 22: Character count setting method 24: Input method 26: Verification method 28:Direction determining means 30: String arrangement means 32: Board search method 34: Termination method 36: Grid 38: Board surface 40: On-screen keyboard 42: Text box 44: Back button 46: Decision button 48, 50: Rotation button 52: Kosan Button 54: Finger
Claims
1. a board display means for displaying a board having a plurality of squares on a display; a character number setting means for setting the number of characters of a character string that can be arranged on the board; a direction display means for displaying a mark indicating the direction of the character strings arranged on the board; A crossword game program that makes your computer function as a
2. 2. The crossword game program according to claim 1, wherein said direction display means displays a mark indicating the direction of the character string in a square on the board where the first character of the character string is placed.
3. 3. The crossword game program according to claim 1, further comprising a direction determining means for determining the direction of the character strings to be placed on the board.
4. 4. The crossword game program according to claim 3, further comprising a character string arrangement means for arranging characters included in the character string whose direction has been determined so that at least one character overlaps with a character on the board.
5. a dictionary part that stores character strings; an input means for inputting a character string; a verification means for verifying that the input character string exists in the dictionary; 3. The crossword game program according to claim 1 or 2, comprising:
6. 6. The crossword game program according to claim 5, further comprising board search means for excluding characters input by the input means from the characters on the board and searching for character strings stored in the dictionary section.
Citation Information
Patent Citations
Crossword puzzle generation device and crossword puzzle generation method
JP2024060392A