Game System Difficulty Adjustment via Reference Portion Distance

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Solution Overview

Problem

Existing game systems uniformly increase the difficulty level for all players by increasing the number of operation indication marks, which limits the visibility and effectiveness of these marks on the game screen, making it difficult to tailor the challenge to individual players.

Innovation Solution

A game system that includes a display device, an input device, a sequence data storage device, and a path control device, which displays operation indication marks moving along specific paths to arrive at reference portions with varying distances, allowing the position of these marks to change and thus adjust the difficulty level based on player perspective and movement velocity.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the number of operation indication marks is increased to improve game difficulty, then the difficulty level increases uniformly for all players, but the visibility and effectiveness of individual marks deteriorates due to screen space limitations

Engineering Contradiction:
Improvedifficulty level adjustmentVSAvoidvisibility of operation indication marks
Core Design Contradiction:
Adaptability or versatilityVSIllumination intensity

Solution Approach 1:

The patent applies local quality by making different reference portions have different distances from the player's position. Specifically, at least one reference portion is positioned at a distance different from the standard predetermined distance, creating local variation in the game space. This allows difficulty adjustment without uniformly increasing mark quantity, as players must adapt to varying distances and timing requirements for different reference portions.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent introduces a new dimension for difficulty adjustment by varying the distance parameter of reference portions from the player. Instead of only increasing the number of marks (one-dimensional approach), the system now adjusts difficulty by modifying spatial dimensions - specifically the distance between player position and reference portions. This creates varied movement paths and timing requirements while maintaining adequate visibility of each mark.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If the number of operation indication marks is increased to improve game difficulty, then the challenge level rises, but the device complexity and screen clutter increases

Engineering Contradiction:
Improvedifficulty level adjustmentVSAvoidnumber of displayed objects
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Rather than uniformly increasing the number of operation indication marks across the entire screen, the patent applies local quality by selectively positioning reference portions at varying distances. This creates difficulty variation through spatial arrangement rather than quantity increase, reducing screen clutter while maintaining challenge.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent changes the distance parameter of reference portions from the standard predetermined distance. By adjusting this spatial parameter, the system achieves difficulty modulation without adding more objects to the screen. The varied distances create different movement velocities and timing requirements, providing difficulty adjustment through parameter variation rather than object multiplication.

Inventive Principle:
Principle #35Parameter changes

3Stability of the object's composition

If reference portions are arranged at predetermined distances to maintain consistent gameplay, then the game structure remains stable, but the ability to adjust difficulty and engage players differently deteriorates

Engineering Contradiction:
Improvegame structure stabilityVSAvoiddifficulty level customization
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent maintains overall game structure stability by keeping most reference portions at the standard predetermined distance, ensuring consistent gameplay patterns. However, it introduces local quality variations by positioning at least one reference portion at a different distance, creating controlled deviations that enable difficulty adjustment without disrupting the fundamental game structure.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent introduces dynamics by making the distance parameter of reference portions variable rather than fixed. While the base structure maintains predetermined distances for stability, the system dynamically adjusts at least one reference portion's distance to modulate difficulty. This creates a flexible system that balances structural consistency with adaptability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9463382B2Game system, control method, and a storage medium storing a computer program used thereof
Publication Date: 2016.10.11 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US9463382B2 patent drawing
  • US9463382B2 patent drawing
  • US9463382B2 patent drawing

AI summary

A gaming system is provided with a monitor for displaying and outputting a gaming screen, a touch panel superposed upon the monitor, and an external storage device for storing sequence data in which an operational period of the touch panel has been described. In addition, the gaming system displays upon the monitor a gaming area whereupon two reference units disposed apart from each other and a specific reference unit disposed in the vicinity of the reference units are set. Also, an object for instructing operations for each of the reference units is displayed while being caused to move within the gaming area, and in the case of a mis-operation of a specific object heading toward the specific reference unit, the specific object is destroyed, and the path which had been set as the object appearance area is used as the path of movement for the next object.