Game Machine Reference Indicator Editing and Timing Evaluation
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing timing games have limited editing freedom, restricting user creativity and gameplay variety, as they often impose rigid timing and movement path constraints.
Innovation Solution
A game machine with a first operation acceptor, register, second operation acceptor, and output controller that allows users to edit the display position, angle, and shape of reference indicators, enabling dynamic movement object paths and timing evaluations in both edit and play modes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If rigid timing and movement path constraints are imposed in timing games, then the game evaluation system becomes simple and reliable, but user creativity and editing freedom are restricted
Solution Approach 1:
The game system is segmented into distinct operational modes: a first operation acceptor for editing mode and a second operation acceptor for play mode. This segmentation allows the system to handle complex editing operations separately from the simpler play operations, resolving the contradiction by organizing complexity into manageable segments.
Solution Approach 2:
The reference indicator's display position, angle, and shape are made dynamic and customizable through the editing mode. Users can modify these parameters freely during editing, and the system adapts by registering and applying these customizations during play mode, thereby increasing adaptability without permanently complicating the core game mechanics.
2Adaptability or versatility
If customizable reference indicator parameters are allowed, then user engagement and gameplay variety increase, but the complexity of the game machine increases
Solution Approach 1:
All customization of reference indicator parameters (display position, angle, shape) is performed in advance during the editing mode before the actual gameplay begins. The system registers these preliminary settings and stores them for use during play mode. This preliminary action resolves the contradiction by confining complexity to the preparation phase while keeping the execution phase simple.
Solution Approach 2:
The register acts as an intermediary component that stores the customized reference indicator parameters. It receives input from the first operation acceptor during editing and provides the stored parameters to the output controller during play, thereby mediating between the complex editing requirements and the simpler play requirements without directly increasing operational complexity.
3Ease of operation
If the reference indicator position and movement object path are fixed, then the game evaluation is straightforward and reliable, but user creativity is limited
Solution Approach 1:
The system dynamically switches between fixed and customizable configurations. During play mode, the reference indicator position and movement object path are fixed for straightforward evaluation. During editing mode, these parameters become dynamic and customizable, allowing users to create varied gameplay scenarios. This dynamic adaptability resolves the contradiction by providing both simplicity and customization at different operational stages.
Data Source
AI summary
A game machine includes a first operation acceptor, a register, a second operation acceptor, an output controller, and an evaluator. The first operation acceptor is configured to accept a first operation in an editing mode. The register is configured to register a display position of a reference indicator over a display screen. The second operation acceptor is configured to accept a second operation in a play mode different from the editing mode. The output controller is configured to display the reference indicator at the display position, registered by the register, over the display screen, and to move a movement object toward the reference indicator at the display position over the display screen. The evaluator is configured to evaluate the second operation based at least in part on a first timing that the movement object reaches the reference indicator and a second timing that the second operation is performed.


