Game Machine Difficulty Segmentation via Reference Timing Data
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Solution Overview
Problem
Existing game machines cannot accommodate games with different difficulty levels between players, as the operation results of one player directly affect the progress of the game for others, limiting the ability to play with varying difficulty levels.
Innovation Solution
A game machine system that uses reference timing data to differentiate gameplay between terminals, allowing for different difficulty levels by storing and reflecting specific play act information based on predetermined conditions, enabling one player's actions to influence the other's game progress without direct synchronization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If one player's operation result directly affects the progress of the game of the other player, then the game can progress through a common game screen, but the game cannot accommodate different difficulty levels between players
Solution Approach 1:
The game system is segmented into multiple independent game screens, one for each player, rather than using a single common game screen. Each game screen is configured with its own reference timing data corresponding to the player's skill level, allowing simultaneous progression of multiple games with different difficulty levels while maintaining operational simplicity through automated screen management.
Solution Approach 2:
The reference timing data parameter is varied to accommodate different skill levels. The system stores multiple sets of reference timing data with different timing values, and automatically selects the appropriate set for each player based on their skill level, enabling difficulty variation without requiring complex manual configuration or affecting other players' experience.
2Adaptability or versatility
If the game uses a common game screen for all players, then the structure remains simple, but the system cannot support games requiring different screens for different players
Solution Approach 1:
The game machine is designed with multi-functionality to support both common game screen mode and differentiated game screen mode. The system can automatically switch between these modes based on the game type and player configuration, providing universal compatibility across different game scenarios while maintaining simple operational procedures for users.
Solution Approach 2:
The game screen configuration is made dynamic rather than static. The system automatically adjusts the number and type of game screens displayed based on real-time conditions such as the number of players, their skill levels, and the specific game being played. This dynamic adaptation allows the system to support screen differentiation when needed while reverting to simple common screen mode when appropriate.
Data Source
AI summary
Provided is a game machine which can actualize a play between games having different difficulty levels. The game machine is applied to a game system that progresses a game between game machines connected via a network. The game machine comprises an external storage that stores sequence data wherein each operation timing is written so as to differ from each other. And, the game machine: teaches each operation timing, based on sequence data that differs from sequence data used in another machine functioning as another terminal in the game system; obtains operation information for the other machine; and, based on it, determines whether or not prescribed reflection conditions have been fulfilled. Then, when the prescribed reflection conditions have been fulfilled based on its results, the game machine reflects the operation information for the other machine in a travel path for an object for teaching the operation timing for the game machine.


