Lock-On Battle Controls for Limited-Button Game Interfaces

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Solution Overview

Problem

Existing games lack innovative methods for capturing and battling with characters in a virtual space, limiting player interaction and entertainment value.

Innovation Solution

A game program that controls player character movements and actions based on various operation inputs, including lock-on states, battle actions, and menu interactions, allowing for efficient use of limited buttons and adding elements of fast movement and attack avoidance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player character performs multiple actions (movement, lock-on, battle actions, menu interactions) using a limited number of buttons, then the ease of operation is improved, but the device complexity increases due to state management requirements

Engineering Contradiction:
Improvebutton usage efficiencyVSAvoidstate management complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The control system dynamically adapts its behavior based on the current state (lock-on state vs. non-lock-on state). Different operation inputs map to different actions depending on whether lock-on is active, allowing efficient use of limited buttons while maintaining clear control logic through state-based differentiation

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The operation input group is segmented into different functional areas: movement control, lock-on control, battle action control, and menu control. Each segment operates independently within its context, simplifying the overall control structure despite the multiple functions available

Inventive Principle:
Principle #1Segmentation

2Reliability

If the battle character performs attack actions with cooldown periods, then the reliability of action execution is improved, but the loss of time increases due to waiting for activation

Engineering Contradiction:
Improveaction execution reliabilityVSAvoidwaiting time for attack activation
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

Battle actions are structured as periodic actions with defined cooldown periods. After each attack action is executed, the system enters a state where the action cannot be activated again until the cooldown period elapses. This periodic structure ensures reliable action execution while managing the time cost through predictable intervals

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

While one battle action is on cooldown, the player can continuously perform other useful actions such as moving the player character, switching between different battle characters, or performing different types of attacks that have different cooldown periods, maintaining continuous engagement without idle waiting

Inventive Principle:
Principle #20Continuity of useful action

3Adaptability or versatility

If the player character can perform actions in both lock-on and non-lock-on states using the same buttons, then the adaptability is improved, but the difficulty of detecting and measuring the current state increases

Engineering Contradiction:
Improveoperation versatility across statesVSAvoidcurrent state recognition
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The system provides visual feedback to indicate the current state (lock-on or non-lock-on) and the availability of actions. This feedback mechanism helps the player understand the current state and available options, reducing the difficulty of state recognition while maintaining versatile operation across different states

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260021398A1Non-transitory computer-readable storage medium having game program stored therein, game system, game processing method, and game apparatus
Publication Date: 2026.01.22 NINTENDO CO LTD
  • US20260021398A1 patent drawing
  • US20260021398A1 patent drawing
  • US20260021398A1 patent drawing

AI summary

A player character is moved based on a first operation input, and the player character is caused to transition to a lock-on state of locking on an enemy character, based on a second operation input. In a non-lock-on state, based on a third operation input, the player character is caused to perform a first action, and if the player character is in the lock-on state and a battle character is appearing in a virtual space, based on any of operation inputs of a first operation input group, the battle character is caused to perform a battle action corresponding to the operation input, against the locked-on enemy character, and a state where it is impossible to activate the battle action is transitioned to. A state where it is possible to activate the battle action is transitioned to based on passage of time.