Game Apparatus Dynamic Instruction Image for Timing-Based Skill Reflection

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Solution Overview

Problem

Conventional game apparatuses limit player engagement and interest in battle scenes by not reflecting a player's attacking ability on the offensive power and relying solely on predetermined hit points or ATB bar lengths, which restricts the entertainment value.

Innovation Solution

A game apparatus that includes storage locations for character parameters and operation timing patterns, an instruction image changing mechanism, and a parameter updating mechanism to adjust character parameters based on the player's operation timing, allowing the player's ability to influence the game outcome.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If predetermined hit points or ATB bar lengths are used to determine offensive power, then the game operation is simple, but the player's attacking ability is not reflected and entertainment value is limited

Engineering Contradiction:
Improvegame operation simplicityVSAvoidplayer ability reflection
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the instruction image display mode changeable based on operation timing patterns. The system dynamically adjusts between different display modes (first mode showing instruction image, second mode not showing it) based on whether the operation timing coincides with the pattern, thereby reflecting player ability adaptively while maintaining operational simplicity

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the display parameter (visibility of instruction image) based on the coincidence between operation timing and pattern timing. This parameter change mechanism allows the system to adapt to player skill levels - newer players see the instruction image for guidance while skilled players can play without it, thus reflecting player ability without complicating the basic operation

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If the instruction image is always displayed to guide player operation, then ease of operation is improved, but player skill development and challenge are limited

Engineering Contradiction:
Improveoperation guidanceVSAvoidgame challenge level
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system dynamically changes the instruction image display based on timing coincidence. When operation timing matches the pattern timing, the instruction image is hidden to challenge skilled players. When timing doesn't match, the image is shown to guide less experienced players. This dynamic adjustment balances ease of operation with game challenge without increasing system complexity

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If the instruction image display is changed based on operation timing pattern coincidence, then player ability is reflected, but the system complexity increases

Engineering Contradiction:
Improveplayer skill reflectionVSAvoidsystem structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the display control into two distinct modes: first display mode showing the instruction image and second display mode not showing it. This segmentation allows the system to reflect player ability through mode switching based on timing coincidence, while keeping each individual mode relatively simple in structure

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system uses dynamic mode switching between first and second display modes based on timing coincidence detection. This dynamic approach enables player ability reflection through adaptive display control without requiring complex real-time adjustments, as the system only needs to switch between two predefined display states

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8147305B2Attacking a virtual enemy by corresponding input to output sound
Publication Date: 2012.04.03 HAL LABORATORY
  • US8147305B2 patent drawing
  • US8147305B2 patent drawing
  • US8147305B2 patent drawing

AI summary

A game apparatus includes a CPU, and the CPU executes a game process. When a player character encounters an enemy character in a game world, a battle screen is displayed on a monitor. On the battle screen, an input pattern is displayed, and background music (BGM) is output from a speaker. A player determines an operation timing based on the input pattern and the BGM (drum part). If there is a high level of coincidence between the operation timing by the player and a timing of the music pattern, damage which the player character applies to the enemy character and experienced obtained by the player character increases.