Game Apparatus Viewpoint Switching for 2D and 3D Display Modes

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Solution Overview

Problem

Current games cannot effectively combine the properties of two-dimensional and three-dimensional game spaces, resulting in high processing loads and memory requirements, which limits the ability to enhance gameplay experience by integrating both formats.

Innovation Solution

A game apparatus and storage medium that includes an input detecting means, player character controlling means, object controlling means, contact detection means, and viewpoint switching means, allowing for the detection of player input and switching between three-dimensional and two-dimensional game screens, enabling contact detection in various dimensions based on the displayed view mode.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If both two-dimensional and three-dimensional game data are combined, then gameplay variety and interest are improved, but processing load and memory capacity requirements increase

Engineering Contradiction:
Improvegameplay varietyVSAvoidprocessing load
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a unified game system where a single set of game data serves multiple purposes by supporting both two-dimensional and three-dimensional display modes. The viewpoint switching mechanism allows the same game content to be rendered in different dimensional perspectives, eliminating the need for separate data sets for 2D and 3D games while maintaining gameplay variety across both modes.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If both two-dimensional and three-dimensional game data are combined, then gameplay variety and interest are improved, but memory capacity requirements increase

Engineering Contradiction:
Improvegameplay varietyVSAvoidmemory capacity
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system stores a single unified game data set that can be dynamically rendered in either two-dimensional or three-dimensional format based on the selected display mode. This universal data structure eliminates the need to maintain separate memory allocations for 2D and 3D game assets, thereby reducing overall memory capacity requirements while preserving access to both gameplay dimensions.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Ease of operation

If viewpoint switching between 3D and 2D is implemented, then player engagement is improved, but contact detection complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoidcontact detection complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The contact detection mechanism is designed to dynamically adapt to the current display mode. When switching between two-dimensional and three-dimensional viewpoints, the contact detection algorithm automatically adjusts its dimensional parameters accordingly, detecting collisions in 2D space during 2D mode and in 3D space during 3D mode. This dynamic adaptation maintains player engagement through viewpoint switching while managing contact detection complexity through mode-dependent processing.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP1825895B1Game apparatus and storage medium storing game program
Publication Date: 2017.09.06 NINTENDO CO LTD
  • EP1825895B1 patent drawingFigure 1
  • EP1825895B1 patent drawingFigure 2
  • EP1825895B1 patent drawingFigure 3

AI summary

A video game apparatus includes a CPU, and the CPU executes a game according to a game program in a virtual space. During the game, the player selectively displays a 2D game screen and a 3D game screen by operating a controller. It should be noted that a player character, etc. is subjected to a modeling process in a virtual three-dimensional space, and the image is photographed by a virtual camera so as to be displayed as a 2D or 3D game screen on a monitor. If it is determined whether or not the player character and the predetermined object are contacted with each other, collision data for 2D display or collision data for 3D display set in advance to the object is utilized.