Game Program Dynamic Object Elimination on Virtual Paths

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Solution Overview

Problem

Puzzle games with static object movements lead to monotonous gameplay, lacking action and strategic depth, which diminishes entertainment value.

Innovation Solution

A game program that controls objects moving on virtual paths, allowing players to select and eliminate objects based on predetermined conditions, with varying path directions and attributes, enabling dynamic gameplay and strategic interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If objects are made stationary or move minimally in puzzle games, then operation simplicity is maintained, but gameplay becomes monotonous and entertainment value decreases

Engineering Contradiction:
Improveoperation simplicityVSAvoidgameplay variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making objects move along predetermined paths at specific speeds rather than remaining stationary. The movement is controlled and predictable, allowing players to time their selections, while still providing visual variety and reducing monotony. This resolves the contradiction by introducing motion without sacrificing operational simplicity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements periodic action through objects that continuously move along paths and return, creating rhythmic patterns of movement. This periodic motion provides visual engagement and strategic opportunities for players to time their selections, enhancing gameplay variety while maintaining clear, simple selection mechanics.

Inventive Principle:
Principle #19Periodic action

2Adaptability or versatility

If objects move dynamically on multiple paths with varying directions, then action characteristics and entertainment value are enhanced, but operation complexity increases

Engineering Contradiction:
Improvegameplay varietyVSAvoidoperation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the game space into multiple distinct paths, each with predetermined movement directions and speeds. This segmentation allows for complex overall gameplay while keeping individual path interactions simple and manageable, resolving the contradiction between gameplay variety and operational complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a universal selection mechanism that works across all paths and object types. The same basic selection operation applies regardless of which path or object is involved, allowing diverse gameplay scenarios to be handled through a single, simple interface, thus resolving the contradiction between versatility and complexity.

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

3Adaptability or versatility

If multiple objects are selected and eliminated at predetermined timing, then strategic characteristics are improved, but operation difficulty increases

Engineering Contradiction:
Improvestrategic depthVSAvoidoperation difficulty
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The patent implements preliminary action by having objects move along predetermined paths at known speeds before selection occurs. This allows players to anticipate object positions and plan selections in advance, reducing operational difficulty while maintaining strategic depth through timing-based decision-making.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent provides visual feedback through the movement and selection states of objects, allowing players to monitor progress and adjust timing accordingly. This feedback mechanism helps players master the timing required for multi-object selections, reducing perceived difficulty while preserving strategic elements.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11040283B2Computer-readable non-transitory storage medium having game program stored therein, game process control method, and game apparatus
Publication Date: 2021.06.22 NINTENDO CO LTD
  • US11040283B2 patent drawing
  • US11040283B2 patent drawing
  • US11040283B2 patent drawing

AI summary

On a plurality of paths within a virtual space, objects moving in movement directions that are determined for the paths, respectively, are displayed. When an operation input has been performed by a player, whether a plurality of the objects that satisfy a predetermined condition have been designated is determined. When it is determined that the plurality of the objects that satisfy the predetermined condition have been designated, the plurality of the designated objects are caused to enter a state of being selected. At predetermined timing, control in which a display manner of selected objects that are the objects in the state of being selected is changed or the selected objects are eliminated from the path is performed.