Game System Path Control for Timing-Based Music Games
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Solution Overview
Problem
Music games that rely solely on operation timing become monotonous due to the lack of additional game elements, leading to a decline in player engagement and enjoyment.
Innovation Solution
A game system that includes a display device, an operating device, a sequence data storage device, an appearance position control device, and a way control device, which together allow players to determine the appearance position and path of an operation indicator, enhancing gameplay by adding a predictive element and varying the difficulty level based on the appearance position and path.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the game relies solely on operation timing, then the game rules are simple and easy to understand, but the game becomes monotonous and player engagement decreases
Solution Approach 1:
The patent applies dynamics by making the operation indicator's movement path variable rather than fixed. The indicator can now move through different routes (e.g., upper route, lower route, direct route) based on player selection, transforming a static timing-based game into a dynamic one that combines path selection with timing operations, thereby increasing gameplay variety while maintaining operational simplicity
Solution Approach 2:
The patent adds a spatial dimension to the traditional timing-based game. Instead of only evaluating when the player presses the button, the system now evaluates both the path selected (spatial dimension) and the timing of the operation (temporal dimension). This dimensional expansion transforms the game from one-dimensional timing evaluation to two-dimensional evaluation combining path and timing, resolving the contradiction between simplicity and variety
2Productivity
If the operation indicator always arrives at the same position, then the game evaluation is straightforward, but the game lacks strategic depth and predictability
Solution Approach 1:
The patent applies local quality by assigning different evaluation criteria to different arrival positions. Instead of a single evaluation standard, the system provides multiple operation reference portions (e.g., upper, lower, center positions) with potentially different evaluation values. This allows the game to maintain straightforward evaluation mechanics while introducing strategic variety, as players must choose which position to target based on the evaluation rules for each position
Solution Approach 2:
The system dynamically adjusts the evaluation based on the arrival position selected by the player. Different positions correspond to different evaluation outcomes, creating a dynamic evaluation system that adapts to player choices. This maintains evaluation efficiency through clear position-based criteria while adding strategic depth, as players can select different positions to achieve different evaluation results
3Measurement precision
If the game only evaluates operation timing accuracy, then the feedback mechanism is simple, but the game becomes repetitive and lacks engagement
Solution Approach 1:
The patent merges two evaluation dimensions: path selection accuracy and operation timing accuracy. Instead of evaluating only timing, the system combines both the correctness of the selected path and the precision of the timing operation. This merged evaluation system maintains the simplicity and precision of timing feedback while adding path selection as another game element, thereby increasing engagement and reducing repetition
Solution Approach 2:
The evaluation system becomes multi-functional by serving both timing assessment and path selection assessment. The same evaluation mechanism that measures timing accuracy now also evaluates path selection correctness, making the feedback system universal. This resolves the contradiction by enabling the simple timing feedback mechanism to handle multiple evaluation functions simultaneously, increasing game element diversity without complicating the feedback mechanism
Data Source
AI summary
A game system (1) is provided with a monitor (3), a touch panel (4) and a sequence data storage device which stores sequence data in which operation time of the touch panel (4) during a game and appearance time when an object (O) for indicating an operation at the operation time is displayed on a game area (A). The game system (1) accepts a determination operation of an appearance position which determines the appearance position (p) of the object (O) in correspondence to the appearance time from the touch panel (4) generates the object (O) at the appearance position (p), changes the way (W) until the object (O) arrives in a determination line (Li) based on the appearance position (p) and changes an arrival position where the object (O) arrives in the determination line (Li).


