Game System Dynamic Path Control for Operation Marks

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Solution Overview

Problem

The existing game systems restrict the movement path of operation indication marks, leading to limited freedom in appearance position and timing, resulting in monotonous gameplay due to restricted velocity and potential for inappropriate velocity differences.

Innovation Solution

A game system that includes a display device, input device, sequence data storage, and a position change mechanism, allowing operation indication marks to change paths based on predetermined conditions, such as velocity or distance, to increase freedom in appearance position and timing, thereby enhancing gameplay experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the moving path of operation indication marks is limited to continuously connected paths, then the game system maintains operational continuity, but the degree of freedom in appearance position and timing is restricted

Engineering Contradiction:
Improvedegree of freedom in appearance position and timingVSAvoidpath restriction complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically changes the moving path of operation indication marks based on predetermined conditions. When a mark reaches a reference portion, its subsequent path is determined by random selection from multiple candidate paths rather than following a fixed continuous path. This dynamic path adjustment increases adaptability in appearance position and timing while maintaining manageable system complexity through conditional logic.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If the moving velocity of operation indication marks is restricted by continuous path requirements, then the path continuity is maintained, but the game becomes monotonous due to reduced velocity variety

Engineering Contradiction:
Improvegameplay varietyVSAvoidmoving velocity variety
Core Design Contradiction:
Ease of operationVSSpeed

Solution Approach 1:

The system implements dynamic velocity adjustment by allowing operation indication marks to select from multiple paths with different lengths and characteristics when reaching reference portions. This creates varied moving velocities naturally through path selection rather than direct velocity control, enhancing gameplay variety while maintaining path continuity requirements.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The reference portion acts as an intermediary point where path selection occurs. When an operation indication mark reaches a reference portion, the system uses this as an opportunity to randomly select from multiple candidate paths, each potentially having different velocities and lengths. This intermediary mechanism introduces velocity variety without breaking path continuity.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If operation indication marks follow continuously connected paths, then the movement continuity is ensured, but inappropriate velocity differences between marks occur

Engineering Contradiction:
Improvemovement continuityVSAvoidvelocity control flexibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts paths and velocities of operation indication marks independently based on random selection from candidate paths. Each mark's velocity is determined by its selected path characteristics rather than being constrained by continuous path requirements, allowing appropriate velocity differences between marks while maintaining movement continuity through the game system.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS9522329B2Game system, control method, and a storage medium storing a computer program used thereof
Publication Date: 2016.12.20 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US9522329B2 patent drawing
  • US9522329B2 patent drawing
  • US9522329B2 patent drawing

AI summary

A gaming system is provided with a monitor (3) for displaying and outputting a gaming screen (50), a touch panel (5) superposed upon the monitor (3), and an external storage device (20) for storing sequence data (28) in which operational periods of the touch panel (5) have been described. In addition, the gaming system displays on the monitor (3) a gaming area (52) whereon two reference units (55A and 55B) disposed apart from each other and a specific reference unit (55T) disposed in the vicinity of the reference units are set. Also, an object (60) for instructing operations for each of the reference units (55A, 55B, and 55T) is displayed while being caused to move in the gaming area (52), and the path of movement of a specific object (60S) heading toward the specific reference unit (55T) is restricted to a fixed path.