Game State Reversal in Continuous Time-Attack Play

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional game systems do not allow for continuous play in time attack games after a mistake, leading to premature termination and a lack of competition for achieving a clear condition.

Innovation Solution

A game system that enables the game state to transition back to a previous state before a condition is satisfied, allowing continuous play and measuring elapsed time, with features like state reversal, waiting periods, and simultaneous gameplay based on operation history.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the game ends when a mistake occurs (first condition is satisfied), then the game rules are simple and clear, but the user cannot continue playing and compete for time achievement

Engineering Contradiction:
Improvegame continuityVSAvoidgame state management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system stores game state information in advance at multiple time points during gameplay. When a mistake occurs, the predetermined time period has already elapsed and the appropriate previous state is ready to be restored, enabling continuous play without interrupting the time attack mode.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game state storage and restoration mechanism acts as an intermediary between the mistake condition and game continuation. By saving states and enabling restoration to previous states, it mediates between the error occurrence and the ability to continue playing, resolving the contradiction between error termination and game continuity.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If the game state is restored immediately when a mistake occurs, then the user can quickly continue playing, but the user cannot recognize that a mistake has been made

Engineering Contradiction:
Improvegame flow smoothnessVSAvoidmistake awareness
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The system implements a periodic waiting period after a mistake occurs before restoring the game state. This periodic delay allows the user to recognize the mistake through the pause and feedback, while still enabling continued play after the waiting period elapses, thus maintaining both mistake awareness and game continuity.

Inventive Principle:
Principle #19Periodic action

3Measurement precision

If conventional time attack games end when a mistake occurs, then the measurement is simple, but continuous play and time competition cannot be achieved

Engineering Contradiction:
Improvetime measurement accuracyVSAvoidgame clearing efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The system maintains continuous time measurement throughout the entire gameplay process, including periods when the game state is restored after mistakes. The timer continues running without interruption, and the final time measurement reflects the total elapsed time including all restoration periods, enabling accurate time attack competition while maintaining continuous playability.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS20250249360A1Game system, one or more non-transitory computer-readable storage media having game program stored therein, computer implemented method, and game apparatus
Publication Date: 2025.08.07 NINTENDO CO LTD
  • US20250249360A1 patent drawing
  • US20250249360A1 patent drawing
  • US20250249360A1 patent drawing

AI summary

A game system includes one or more processors, and the one or more processors are configured to: start a first game; process the first game, based on an operation input by a user; generate a game image including a first image based on the first game; if a game state satisfies a first condition in the first game, cause the game state to transition to a state before the first condition is satisfied; and if the game state satisfies a second condition in the first game, stop or end processing of the first game.