Rhythm Game Object Movement and Sound Feedback Control
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Solution Overview
Problem
Existing rhythm games lack innovation in gameplay mechanics, relying solely on timing-based operations, which can lead to monotony and reduced player interest.
Innovation Solution
A game system and method that incorporates a player object controller, object mover, determiner, and sound controller to create a dynamic rhythm game experience by setting arrival positions for objects based on timing data, allowing for varied player interactions and sound feedback, including multiple predetermined ranges and direction inputs, and incorporating multiple players with identifiable objects and item interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If rhythm games rely solely on timing-based operations, then the game mechanism is simple and easy to understand, but the gameplay becomes monotonous and player interest decreases
Solution Approach 1:
The patent introduces a spatial dimension to traditional timing-based rhythm games by implementing a game space where player objects and determination objects move along a movement direction. Players must position their objects within a target range at the correct timing, combining spatial positioning with temporal accuracy. This dimensional expansion transforms the gameplay from one-dimensional timing to two-dimensional spatial-temporal coordination, thereby increasing gameplay variety while maintaining accessibility.
2Adaptability or versatility
If the game introduces complex object movements and multiple determination ranges, then gameplay variety increases, but the game mechanism becomes more complex
Solution Approach 1:
The patent segments the determination process into distinct components: player objects under player control, determination objects with predetermined movement patterns, target ranges positioned along the movement direction, and timing data synchronized with music. This segmentation allows each component to be independently designed and managed, reducing overall system complexity while enabling diverse gameplay through combinations of these modular elements.
Solution Approach 2:
The determination object serves multiple functions: it moves along a movement direction to create spatial variation, arrives at specific positions based on timing data to enforce rhythmic accuracy, and defines target ranges that players must hit. This multi-functionality allows a single game mechanism to support various gameplay modes and difficulty levels without requiring separate systems for each function.
3Ease of operation
If the arrival position is set close to the player object position, then the player can easily reach the target, but the player may achieve good determination results without proper operation
Solution Approach 1:
The patent implements dynamic adjustment of the relationship between player object position and arrival position. The determination object moves along a movement direction with speed that can be adjusted based on game conditions, and the target range is positioned at the arrival position rather than fixed relative to the player object. This dynamic setup ensures that players must perform appropriate operations to achieve accurate timing and positioning, preventing easy successes while maintaining accessibility.
4Reliability
If the arrival position is set far from the player object position, then the player must perform proper operations to reach the target, but the player may struggle to reach the target even with correct timing
Solution Approach 1:
The patent allows adjustment of key parameters including the speed of the determination object along the movement direction, the position of the target range on the time axis, and the distance between the player object and arrival position. By dynamically adjusting these parameters based on game difficulty levels and player skill, the system maintains determination accuracy requirements while ensuring that targets remain reachable through proper operations.
Data Source
AI summary
An example game apparatus includes a CPU, and the CPU reproduces a BGM according to BGM data. When a ball object and an item object are shot at a predetermined timing, and a player object catches or receives the ball object at a point of impact, a part of melody of a main theme of the BGM is output. In a case that each player object catches or receives a ball object of the same color as that assigned to the own player object, a correct melody is output, but in a case that it catches or receives a ball object of a different color, a melody being different in pitch is output. Alternatively, in a case that the ball object cannot be caught or received, no melody is output.


