Racing Game Character Transformation During Item-Based Play

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Solution Overview

Problem

Conventional racing games lack the ability to dynamically change player objects during gameplay, limiting player engagement and variety.

Innovation Solution

The system allows players to select and change player objects based on operation inputs, acquiring items that alter the player object's appearance or functionality, including costume changes and acceleration effects, within a virtual racing environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the player object is changed during the race based on item acquisition, then the variety of playable objects and player engagement are improved, but the game processing complexity increases

Engineering Contradiction:
Improvevariety of playable objectsVSAvoidgame processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The player object is made dynamically changeable during the race based on item acquisition. The system transitions from a static character selection to a dynamic transformation mechanism where the player object can change appearance and properties mid-game, resolving the contradiction by making the system adaptable without requiring complete system redesign

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Multiple playable objects are prepared in advance with different appearances and properties. The system pre-configures transformation targets so that when an item is acquired, the transformation can occur immediately without complex real-time generation, reducing processing complexity while maintaining variety

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If the player object is changed to a different type based on item acquisition, then the gameplay variety is improved, but the selection management complexity increases

Engineering Contradiction:
Improvegameplay varietyVSAvoidselection management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The character selection screen is designed to serve multiple functions: it displays currently selectable characters, shows newly unlocked characters from item acquisition, and manages transformation targets. This multi-functional design consolidates selection management into a single interface, reducing complexity while enabling diverse gameplay variations

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

3Adaptability or versatility

If temporary character transformations are implemented, then the player experience and engagement are improved, but the game state management complexity increases

Engineering Contradiction:
Improveplayer experienceVSAvoidgame state management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Temporary character transformations are implemented with automatic time-based expiration. The transformation state is managed as a periodic effect that automatically reverses after a set duration, eliminating the need for complex manual state management while providing engaging temporary variations in gameplay

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS20260014476A1One or more non-transitory computer-readable media, information processing system, information processing method, and information processing apparatus
Publication Date: 2026.01.15 NINTENDO CO LTD
  • US20260014476A1 patent drawing
  • US20260014476A1 patent drawing
  • US20260014476A1 patent drawing

AI summary

In an example of a game system according to an exemplary embodiment, when a player character is caused to run on a field, the player character is caused to acquire an item in a first classification, the player object is changed to a playable character of a first type of the same type as and different in external appearance from the player character or to a playable character of a second type of a type different from the player character, the playable character is caused to run as the player character, and the playable character as the change destination is set to selectable on a selection screen.