Game Apparatus Judgment Area Segmentation for Shot Variation

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Solution Overview

Problem

Conventional virtual tennis games lack variation in shot motions, leading to simplicity and potential player disinterest due to identical judgment areas for usual and killer shots.

Innovation Solution

A game program and apparatus that allow a character object in a virtual game space to perform multiple hitting motions with different judgment areas, enabling various positional adjustments of the character and to-be-hit object to execute unique hitting motions, including special shots with distinct judgment areas.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If an identical judgment area is set for both usual shot motion and killer shot, then the game rules are simple and easy to understand, but the variation of shot motion is limited and the game becomes too simple

Engineering Contradiction:
Improvevariation of shot motionVSAvoidcomplexity of judgment area setting
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The judgment area is divided into multiple distinct areas: a first judgment area for usual shot motions and a second judgment area for killer shots. This segmentation allows different shot types to have dedicated zones, increasing shot motion variation while maintaining clear, manageable area definitions that don't overly complicate the game system.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If the judgment area is set in the vicinity of the character performing shot motion, then the shot motion appears natural, but the killer shot cannot be performed when the ball is far from the character

Engineering Contradiction:
Improverange of killer shotVSAvoidnatural appearance of shot motion
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The second judgment area for killer shots is positioned in a different spatial location relative to the character compared to the first judgment area. This dimensional repositioning allows the ball to be hit from various positions on the court, extending the effective range of killer shots while the character's animated motion maintains natural appearance through pre-rendered animations.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Adaptability or versatility

If multiple different judgment areas are set for different shot motions, then the variation of hitting motion is widened, but the complexity of determining which shot to perform increases

Engineering Contradiction:
Improvevariation of hitting motionVSAvoiddifficulty of shot selection determination
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

Each judgment area is assigned specific local qualities: the first judgment area is associated with usual shot characteristics, while the second judgment area is associated with killer shot characteristics. This local quality assignment simplifies determination logic by checking which area contains the ball and executing the corresponding shot type, reducing computational complexity despite having multiple areas.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS8123600B2Storage medium storing game program and game apparatus
Publication Date: 2012.02.28 NINTENDO CO LTD
  • US8123600B2 patent drawing
  • US8123600B2 patent drawing
  • US8123600B2 patent drawing

AI summary

A game apparatus causes a character object to perform a first hitting motion on the necessary condition that a to-be-hit object is present in a first area 104a which is set based on a position of the character object in a virtual game space, and causes the character object to perform a second hitting motion on the necessary condition that the to-be-hit object is present in a second area 104b, 104c, or 104d. Furthermore, the game apparatus adjusts a position of at least one of at least a part of the character object and the to-be-hit object, such that when the character object is caused to perform the second hitting motion, the character object and the to-be-hit object are in a predetermined positional relationship.