Game System Replay Mirroring for Real-Time Racing Comparison

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In competitive racing games, it is difficult to visually compare a player's gameplay with replay data due to situations where the opponent object from the replay data advances ahead, making accurate time measurement challenging and limiting the ability to compete against replay data effectively.

Innovation Solution

A game system that simultaneously starts a first game and a second game based on operation history information, allowing for real-time comparison and accurate time measurement by generating an entire game image including both game images, with features like elapsed time indicators and operation input history recording.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the opponent object from replay data is displayed on the same play screen as the player object, then the game can be played, but it becomes difficult to visually compare the player's gameplay with the replay data when the opponent object advances ahead of the course

Engineering Contradiction:
Improvevisual comparison capabilityVSAvoidopponent position information
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The display screen is divided into multiple regions: a first display region showing the player object and a second display region showing the opponent object from replay data. This segmentation allows both objects to be displayed simultaneously without overlapping, enabling continuous visual comparison of gameplay while maintaining accurate representation of opponent position even when ahead of the course.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If online competition is used to compete against other players, then real-time competition is possible, but time lag occurs making accurate time measurement difficult

Engineering Contradiction:
Improvetime measurement accuracyVSAvoidtime lag
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

Instead of connecting to other players in real-time online competition, the system creates a copy of another player's gameplay by reproducing it based on stored operation history information. This reproduced gameplay is then displayed alongside the player's own gameplay, enabling accurate time measurement and comparison without the time lag inherent in online connections.

Inventive Principle:
Principle #26Copying

3Productivity

If replay data of a player ranked high is reproduced for competitive racing, then competition against replay data can be started, but it requires waiting for opponents to join in traditional online setups

Engineering Contradiction:
Improvegame start speedVSAvoidwaiting time for opponents
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system performs preliminary action by storing operation history information from other players in advance. When a player wants to compete, the system immediately reproduces the gameplay based on this pre-stored data, eliminating the need to wait for opponents to join. This allows the game to start instantly with accurate replay data already prepared.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250249361A1Game 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
  • US20250249361A1 patent drawing
  • US20250249361A1 patent drawing
  • US20250249361A1 patent drawing

AI summary

A first game and at least one second game that is the same as the first game and operates based on operation history information that is a history of operation input, are simultaneously started; the first game is processed based on the operation input by a user; the at least one second game is processed based on at least one piece of the operation history information; an entire game image including a first game image based on the first game and at least one second game image based on the second game is generated; and processing of each game if game states of the first game and the second game each satisfy a first condition is stopped or ended.