Action Figure Gaming Assembly with Rotating Attack and Death Modes

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing action figures lack dynamic and interactive features for performing various martial arts maneuvers and death configurations, limiting their engagement and play value in gaming scenarios.

Innovation Solution

An action figure gaming assembly comprising a controller with an actuator and rotating surface, allowing the action figure to transition between idle, attack, and death modes through centrifugal force, enabling diverse fighting and death maneuvers such as weapon strikes, kicking, and disintegration scenarios.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If action figures are made as rigid structures without moving components, then manufacturing simplicity is improved, but dynamic interaction and play value deteriorate

Engineering Contradiction:
Improvemanufacturing simplicityVSAvoiddynamic interaction
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The action figure is divided into multiple separable body portions (head, torso, arms, legs) that can move independently relative to each other. This segmentation allows the figure to perform dynamic maneuvers while maintaining manufacturing simplicity through modular construction.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The action figure transitions from a static rigid structure to a dynamic structure with moving components. The body portions are designed with joints and connection mechanisms that allow rotation and movement, enabling the figure to perform attacks and death configurations when rotated on the gaming assembly.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If action figures include multiple moving components for dynamic maneuvers, then play value and engagement are improved, but device complexity increases

Engineering Contradiction:
Improveplay valueVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The rotating gaming assembly serves multiple functions: it acts as the control mechanism, the rotation platform, and the force generation system. The centrifugal force mechanism simultaneously provides both the rotational motion and the striking force, reducing the need for separate complex mechanisms in the action figure itself.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The action figure's moving components are designed to be passively actuated by the rotation of the gaming assembly. The centrifugal force generated during rotation automatically drives the body portions into attack positions and triggers death configurations, eliminating the need for active control mechanisms within the figure.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If action figures use centrifugal force for attack maneuvers, then dynamic interaction is improved, but control precision deteriorates

Engineering Contradiction:
Improvedynamic interactionVSAvoidcontrol precision
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The action figure's body portions are pre-configured in specific attack positions and death configurations that are triggered by the rotation itself. The centrifugal force automatically positions the limbs and weapons in predetermined strike positions, eliminating the need for precise manual control during the attack execution.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system changes the control parameter from precise manual positioning to rotational speed and duration. By controlling the rotation parameters of the gaming assembly, users can trigger different attack maneuvers and death configurations based on the speed and angle of rotation, simplifying the control interface.

Inventive Principle:
Principle #35Parameter changes

4Adaptability or versatility

If action figures are designed with separable body portions for death configurations, then visual impact is improved, but structural integrity worsens

Engineering Contradiction:
Improvevisual impactVSAvoidstructural integrity
Core Design Contradiction:
Adaptability or versatilityVSStrength

Solution Approach 1:

The action figure is designed with separable body portions connected by latch mechanisms. These latches maintain the figure in a unified state during normal handling and rotation, but can be triggered to separate into dramatic death configurations (such as torso splits or disintegration) when struck by an opponent, providing visual impact while maintaining structural integrity during operation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The latch mechanisms are designed to remain engaged during normal rotation and attack sequences, providing structural integrity. The latches are specifically triggered only when the figure is struck in vulnerable areas, allowing the figure to maintain strength during gameplay while enabling dramatic separation for death configurations.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances gameplay by providing a dynamic and interactive experience with the action figure, allowing users to perform various attack and death maneuvers, increasing play value and engagement through mechanical interaction and centrifugal force-driven movements.

Implementation Method 1

Rotation of the action figure generates a centrifugal force that causes an attack portion of the action figure to strike an opponent in accordance with an attack maneuver

Methodology Applied
Scientific EffectCentrifugal force: Centrifugal Force

Data Source

PatentUS11298625B2Action figure gaming assembly with various attack maneuvers and death configurations
Publication Date: 2022.04.12 SHOOT THE MOON PRODUCTS II LLC
  • US11298625B2 patent drawing
  • US11298625B2 patent drawing
  • US11298625B2 patent drawing

AI summary

An action figure gaming assembly includes a controller and an action figure. The controller includes an actuator and a rotating surface. The action figure is attached to and rotates on a rotating surface when the actuator is activated. The action figure performs one of several attack maneuvers (weapon strike, punch, kick, lean and slap, and telescoping first) and one of several death configurations (torso split, disintegration, scissor split, and a forward or backward collapse). During game play, the action figure gaming assembly duels against other action figure gaming assemblies. Activation of the actuator causes the action figure to rotate with the rotation surface of the controller and to strike an opponent. Activation of the trigger portion by an opponent causes the action figure to transition to the death mode. In the death mode, part of a first body portion separates from part of a second body portion.