Replaceable Tile Physics in Match-Three Video Games

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Solution Overview

Problem

Existing match-three games face challenges in maintaining user engagement with limited screen resources and require innovative methods to provide rewarding gameplay that adapts to user interaction.

Innovation Solution

A computer device with a user interface that detects user input to remove and replace game elements, where the physics of replacement elements, including direction and speed, are governed by user input and location on the screen, allowing for dynamic tile physics and visual effects to enhance gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If replacement game elements always fall downwards from the top edge of the screen, then the game mechanics are simple and easy to understand, but user engagement becomes monotonous and less rewarding over time

Engineering Contradiction:
Improvegameplay varietyVSAvoidgame mechanics complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the tile replacement behavior changeable and adaptable. Different tile types (sand, water, ice, lava) have different physics properties that determine how they replenish the game board. The system dynamically selects which tiles to spawn and how they move based on the matched tile type, providing variety without requiring complex manual control from the user.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes physical parameters of the replacement tiles based on the matched tile type. Sand tiles fall downwards due to gravity, water tiles flow horizontally, ice tiles move in straight lines without falling, and lava tiles bounce. These parameter changes (direction, speed, movement pattern) are automatically applied based on the game state, providing gameplay variety while maintaining simple user interaction.

Inventive Principle:
Principle #35Parameter changes

2Area of stationary object

If the screen size is limited (smartphone, tablet), then portability and accessibility are improved, but the visual impact and gameplay complexity are reduced

Engineering Contradiction:
Improvedisplay areaVSAvoidgameplay engagement
Core Design Contradiction:
Area of stationary objectVSProductivity

Solution Approach 1:

The patent applies local quality by giving different regions of the game board different tile behaviors. Tiles of the same type that are matched together trigger specific replacement patterns in their local area. The physics properties (sand falling, water flowing, ice sliding, lava bouncing) are applied locally to matched tile groups, creating visually distinct and engaging patterns within the limited screen space.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent adds dimensional variety to tile movement beyond simple vertical falling. Water tiles introduce horizontal movement, ice tiles add lateral sliding, and lava tiles introduce bouncing trajectories. These dimensional changes (horizontal vs. vertical, linear vs. curved paths) create richer visual patterns and gameplay variety without requiring a larger screen area.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Adaptability or versatility

If user input directly controls tile physics, then user engagement and sense of accomplishment are improved, but the ease of operation decreases

Engineering Contradiction:
Improveuser controlVSAvoiduser interaction simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent applies self-service by having the matched tile type automatically determine the replacement behavior. When a player matches tiles, the system autonomously selects which tile types to spawn and how they move based on the matched tiles' properties. The player doesn't need to manually control each tile's physics; the system serves itself by using the matched tile information to drive the replacement mechanics, maintaining simplicity while providing engagement.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent implements feedback by having the matched tile type immediately influence the replacement pattern. The physics behavior (sand falling, water flowing, etc.) is directly tied to the tile type that was just matched, providing instant visual and mechanical feedback to the player's action. This creates a satisfying cause-and-effect relationship without requiring complex user input for controlling each aspect of tile behavior.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10265612B2Video game with replaceable tiles having selectable physics
Publication Date: 2019.04.23 KING COM
  • US10265612B2 patent drawing
  • US10265612B2 patent drawing
  • US10265612B2 patent drawing

AI summary

A computer device has user interface configured to display user actuatable game elements and to detect user input when a user engages with a game element; and a processor configured to receive a detected user input and on detecting a match game condition to control the user interface to remove at least three game elements from the display and to provide on the user interface replacement user actuatable game elements, wherein the manner of providing each replacement game element has a graphical representation governed by a tile associated with each game element, wherein each tile has a selectable physics which controls at least one of (i) the direction in which it moves to replenish a vacancy left by the removed user game elements; and (ii) the speed at which it moves to replenish the vacancy.