Game Control Program Ball Speed Adjustment
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Solution Overview
Problem
Highly realistic video games simulating professional-level competitions, such as tennis, become difficult for novice players due to the need for quick reflexes and operational agility, limiting their ability to enjoy the game strategically.
Innovation Solution
A game control program that slows down the ball movement in tennis games, allowing users to plan shots and timing, and provides visual and auditory feedback on shot type and ball height, enabling players to make strategic decisions based on displayed information.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the game simulates high-level professional competition with realistic ball speed and movement, then the game achieves high realism and pro-level competition quality, but novices cannot keep up and can only follow the ball without time for strategy
Solution Approach 1:
The patent applies dynamics by making the ball speed adjustable rather than fixed at realistic professional levels. The system allows dynamic adjustment of ball speed parameters to match player skill levels, enabling novices to play at slower speeds where they can strategize while maintaining the option for realistic speeds for experienced players.
Solution Approach 2:
The patent changes the ball speed parameter based on player skill level. By adjusting this key parameter, the system transforms the game from being exclusively fast-paced and reflex-based to allowing strategic play at reduced speeds, thereby resolving the contradiction between realism and accessibility.
2Speed
If the ball moves quickly at professional speeds, then the game maintains authentic competition intensity, but players have no time to plan shots and must only react to the ball
Solution Approach 1:
The system dynamically adjusts ball speed based on detected player skill level. For novice players, the ball moves slower, providing adequate reaction time and strategic planning opportunities. For experienced players, the ball maintains faster professional speeds, preserving competition intensity.
Solution Approach 2:
The patent modifies the ball speed parameter according to player capability. This parameter change directly addresses the contradiction by ensuring that strategic planning time is sufficient for novices while maintaining authentic competition pace for experts.
3Productivity
If the game requires quick reflexes and operational agility to follow the ball, then the game maintains competitive intensity, but novices cannot execute strategies and lose enjoyment
Solution Approach 1:
The patent changes the ball speed parameter based on player skill assessment. This allows novice players to execute strategies effectively at reduced speeds while maintaining competitive intensity for experienced players who can handle faster ball movement.
Solution Approach 2:
The system dynamically adapts ball speed to player capability, creating a flexible competitive environment where strategic control is accessible to novices while competitive intensity is preserved for experts.
Data Source
AI summary
A game apparatus controls a game in which a user-controlled character and an opponent character hit a ball. When the user gives an instruction for hitting the ball with a button of a controller, a hit control unit determines on the basis of the type of the button which is pressed by the user a shot when the character hits the ball, calculates the trajectory of the ball hit based on the shot, and displays the flying ball on a screen. A shot display control unit displays the figure marked on the button close to the ball on the screen, as information for specifying the shot.


