Sequence Bar Controls Falling Block Clearance Timing

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Solution Overview

Problem

Conventional 'falling block games' lack thrill and variety in clear conditions, as blocks are immediately cleared once settled, leading to player fatigue and a lack of surprise, with fixed clear conditions throughout the game.

Innovation Solution

The game checks if falling stop objects satisfy a predetermined clear condition, allowing objects to be cleared only when a sequence bar passes or a predetermined pattern is formed, adding complexity and excitement by delaying clearance until a musical sequence or pattern is completed.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If blocks are immediately cleared after being settled, then the game is simple and easy to play, but the player feels bored and deprived of thrill

Engineering Contradiction:
Improvesimplicity of clear operationVSAvoidplayer engagement and thrill
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The clear condition is made dynamic by introducing a sequence bar that moves across the display area over time. Instead of immediate clearance, blocks are cleared only when the sequence bar passes over them, transforming the static clear mechanism into a time-dependent dynamic process that creates tension and anticipation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The sequence bar is introduced as a preliminary element that must traverse the display area before clearance can occur. This preliminary action (sequence bar movement) creates a temporal gap between settlement and clearance, allowing players to anticipate and plan their moves more strategically.

Inventive Principle:
Principle #10Preliminary action

2Device complexity

If clear condition remains fixed throughout the game, then the game rules are simple, but the player is not surprised and gets tired soon

Engineering Contradiction:
Improvesimplicity of clear conditionVSAvoidgame variety and surprise
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The clear condition is transformed from a static fixed rule into a dynamic time-varying condition. The sequence bar moves continuously across the display area, making the clearance timing dependent on both block position and temporal progression, thereby creating variety and surprise while maintaining relatively simple rules.

Inventive Principle:
Principle #15Dynamics

3Productivity

If blocks are cleared immediately after settlement, then the game progresses quickly, but the player cannot enjoy further thrills

Engineering Contradiction:
Improvegame progression speedVSAvoidentertainment value
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The sequence bar movement serves as a preliminary action that must be completed before clearance can occur. This creates a temporal delay that allows the game to maintain progression speed while introducing entertainment value through the anticipation of when blocks will actually clear.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The sequence bar moves periodically across the display area, creating rhythmic intervals between potential clearances. This periodic action maintains game flow and progression while creating moments of tension and excitement as players wait for the sequence bar to reach cleared blocks.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS7717781B2Apparatus and method for controlling clearing in a falling object game with a sequence bar
Publication Date: 2010.05.18 BANDAI NAMCO ENTERTAINMENT INC
  • US7717781B2 patent drawing
  • US7717781B2 patent drawing
  • US7717781B2 patent drawing

AI summary

A computer game which makes the player operate a falling object that falls in a predetermined display area, and clears the falling object and falling stop objects by combining the falling object and falling stop objects under a predetermined condition. If falling stop objects including blocks that stop falling include a group of blocks which meet a predetermined clear condition, the group of blocks are registered as blocks to be cleared, and the control waits for a clear waiting state. Even in this waiting state, the next falling object begins to fall. After that, when a sequence bar (701) which moves vertically or horizontally in synchronism with a music output along with the progress of the game has passed the blocks to be cleared, these blocks are cleared.