Electronic Puzzle Device Independent Indicators
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Solution Overview
Problem
Existing electronic handheld puzzles are limited by indicators that can only display two visual states, lacking the complexity and versatility to provide challenging gameplay with multiple colors or images, and often rely on a single algorithm to define relationships between control switches and indicators.
Innovation Solution
The use of at least two different algorithms to control independent indicating elements, allowing for multiple colors or images to be displayed by activating different combinations of indicators, which can be arranged in two-dimensional arrays or on three-dimensional shapes, using LED or LCD displays to provide various visual indications.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple indicating elements are used per indicator to display multiple colors or images, then the visual indication capability is improved, but the device complexity increases
Solution Approach 1:
Each indicator is divided into multiple independent indicating elements (e.g., first indicating element 22 and second indicating element 24), where each element can be controlled independently by different algorithms. This segmentation allows each element to display different colors or images, thereby improving visual indication capability while managing complexity through modular design
Solution Approach 2:
The indicating elements are designed to serve multiple functions: they can display different colors (red, green, yellow), different images (smiley faces, sad faces, neutral faces), or combinations thereof. This multi-functionality improves versatility without requiring separate components for each function, thus managing device complexity
2Adaptability or versatility
If multiple algorithms are used to control indicating elements, then the gameplay complexity and variety are improved, but the control system complexity increases
Solution Approach 1:
The control system dynamically selects and applies different algorithms (first algorithm 62, second algorithm 64) based on the current game state and objectives. The microprocessor can switch between algorithms during gameplay, allowing for varied and complex gameplay experiences while managing control system complexity through software-based flexibility rather than hardware complexity
Solution Approach 2:
The system changes operational parameters by activating different algorithms with different rules for controlling indicating elements. Each algorithm may have different parameters such as which elements to activate, in what sequence, and under what conditions, thereby improving gameplay complexity while managing control system complexity through parameter variation rather than structural complexity
3Adaptability or versatility
If indicators are arranged in three-dimensional configurations, then the visual display versatility is improved, but the manufacturing complexity increases
Solution Approach 1:
The indicators are arranged in three-dimensional configurations (e.g., on the faces of a cube or on a spherical surface) rather than traditional two-dimensional arrays. This dimensional change provides enhanced visual display versatility and new gameplay perspectives while managing manufacturing complexity through modular assembly approaches and standardized component placement
Data Source
AI summary
An electronic puzzle, method and apparatus, is disclosed which includes a playfield that is subdivided into a plurality playing positions. Each playing position includes a switch, and an indicator that includes at least a first indicating element and a second indicating element, and each of said indicating elements has a plurality of indicating states to provide a plurality of visual indications. Further each playing position has a geometric pattern that is activated by the associated switch. The object of the game is for the player to manipulate the switches in order to transform an initial pattern of visual indications to a desired pattern of visual indications. Upon the activation of a switch, the first indicating element of at least one playing position in the associated geometric pattern changes its indicating state, and the second indicating element of at least one different playing position in said associated geometric pattern changes its indicating state. The device employs a microprocessor to control the progress of the game, monitor the activation of the switches, updates the indicating states of affected indicating elements in the associated geometric pattern, and generates new visual indications based on the updated indicating states. The microprocessor also controls the generation of audio/visual effects to enhance the enjoyment of play. Further, the device employs means to generate a plurality of puzzles, and games, and provisions to vary the level of difficulty of play.


