Divided-Screen Multiplayer Game Audio Switching by Progress State

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Solution Overview

Problem

Existing games with multiple players and divided screens often result in overly complex sound output, making it difficult for non-sound output-targeted players to enjoy the game without a sense of discomfort.

Innovation Solution

A game program that controls multiple games simultaneously, setting a sound output target based on game progress and conditions, allowing sound output to be appropriately managed and switched between regions, with additional sound effects for non-output-targeted games to maintain player immersion.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If sound is outputted for each divided region when multiple players play independent games, then each player can hear game sounds in their own region, but the overall sound becomes excessively complicated

Engineering Contradiction:
Improveplayer immersionVSAvoidsound complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments the sound output by dividing the screen into multiple regions and assigning different sound output priorities to each region. The sound output is segmented based on game progress conditions, with only the active game region (where significant events occur) outputting sound at full volume, while other regions have their sound output suppressed or muted. This resolves the contradiction by maintaining player immersion in the active region while preventing overall sound complexity from becoming excessive.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If game sounds are outputted for all simultaneously played games, then all players can enjoy their games, but the sound output becomes excessively complicated and difficult to manage

Engineering Contradiction:
Improvemultiplayer supportVSAvoidsound management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic sound output management where the sound output target is not fixed but changes based on real-time game progress conditions. The system dynamically determines which game region should be the sound output target by evaluating conditions such as game progress state, player actions, and event occurrences. This dynamic approach allows the system to support multiple players simultaneously while keeping sound management complexity manageable by focusing sound output on the most relevant game region at any given moment.

Inventive Principle:
Principle #15Dynamics

3Device complexity

If a single sound output target is maintained throughout the game, then sound management becomes simple, but players in non-sound-output regions may feel disconnected or uncomfortable

Engineering Contradiction:
Improvesound management simplicityVSAvoidplayer discomfort
Core Design Contradiction:
Device complexityVSObject-affected harmful factors

Solution Approach 1:

The patent employs periodic reevaluation of sound output targets based on game progress conditions. Instead of maintaining a fixed sound output target, the system periodically checks whether conditions for changing the sound output target are met (such as game progress state changes, player actions, or event occurrences). This periodic action ensures that sound management remains relatively simple while preventing player discomfort by及时调整 the sound output target to reflect the current active game region.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20250242240A1One or more non-transitory computer-readable storage media having game program stored therein, game system, game apparatus, and game processing method
Publication Date: 2025.07.31 NINTENDO CO LTD
  • US20250242240A1 patent drawing
  • US20250242240A1 patent drawing
  • US20250242240A1 patent drawing

AI summary

A game image including an individual image of each of a plurality of games in each of a plurality of regions is displayed, and a game sound for a game as a sound output target among game sounds for the plurality of games is outputted. If a game progress state of the game as the sound output target satisfies a first condition, the sound output target is changed to the game, corresponding to another one of the regions, not satisfying the first condition.