Game Mode Switching for Item Launching and Character Battles

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing game programs allow a player character to catch another character only during a fight, limiting the player's actions to a single mode and restricting interaction on a field.

Innovation Solution

A game program that enables switching between a first mode where a player character launches an item affecting a field character and a second mode where a fighting character engages in combat with the field character, allowing for various actions and strategic options.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game program allows a player character to catch a character only during a fight, then the combat functionality is simplified and reliable, but the versatility of player actions on the field is reduced

Engineering Contradiction:
Improveversatility of player actionsVSAvoidgame program complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game program dynamically switches between two distinct modes (first mode for item launching, second mode for fighting character launching) based on operation inputs. This dynamic mode switching allows the system to provide versatile player actions across different contexts while maintaining clear operational boundaries that prevent excessive complexity in any single mode.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The game program implements multi-functionality by enabling the player character to perform multiple types of actions (launching items that affect field characters, launching fighting characters for combat, and catching field characters) within a unified system. The mode switching mechanism allows a single game program to handle diverse gameplay scenarios without requiring separate programs for each function.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If the game program adds multiple modes for different player actions, then the versatility of gameplay is improved, but the complexity of the game program increases

Engineering Contradiction:
Improvegameplay versatilityVSAvoidprogram structure complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The game program is segmented into distinct functional modes (first mode and second mode) that are activated by different operation inputs. Each mode handles specific gameplay functions independently, which organizes the program structure into manageable segments rather than a monolithic complex system. This segmentation reduces perceived complexity while maintaining versatility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The program uses dynamic mode switching based on operation inputs to transition between different functional states. This dynamic approach allows the system to adapt its behavior to player needs without requiring all functions to be simultaneously active, thereby managing program complexity through temporal separation of functions rather than spatial organization.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If the player character can launch both items and fighting characters, then the strategic depth is enhanced, but the ease of operation may be reduced due to mode switching

Engineering Contradiction:
Improvestrategic depthVSAvoidoperation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game program employs periodic switching between operational modes based on player inputs, allowing the player to alternate between item launching and fighting character launching as needed. This periodic action pattern enables strategic depth through mode alternation while maintaining operational simplicity through consistent, repeatable input sequences for mode transitions.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20250387711A1Storage medium storing game program, game system, game apparatus, and game processing method
Publication Date: 2025.12.25 NINTENDO CO LTD
  • US20250387711A1 patent drawing
  • US20250387711A1 patent drawing
  • US20250387711A1 patent drawing

AI summary

In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.