Three-Team Game Stage Layout for Clear Region-Based Tactics

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Solution Overview

Problem

In games involving three or more competing groups, players face difficulty in determining effective tactics to win due to unclear winning conditions and group interactions.

Innovation Solution

A game system that sets distinct appearance regions for each group on a game stage, uses color rendering to indicate group affiliation, and defines winning conditions based on region area, allowing characters to reappear in their group's region after a wait period, with adjustable character numbers and objects to enhance strategy.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If three or more groups participate in a competition game, then the game becomes more complex and engaging, but it becomes difficult for individual users to choose effective tactics due to unclear winning conditions and group interactions

Engineering Contradiction:
Improvegame complexityVSAvoidtactic selection difficulty
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game stage is divided into multiple appearance regions, with each region assigned to a specific group. This segmentation provides clear spatial boundaries and tactical zones for each group, making it easier for users to understand where their characters should appear and what strategies to employ in each region.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different appearance regions are assigned different properties (group affiliations), creating local quality variations across the game stage. Each region has specific characteristics related to its assigned group, allowing users to develop region-specific tactics and understand the unique dynamics of each area.

Inventive Principle:
Principle #3Local quality

2Loss of information

If distinct appearance regions are set for each group on the game stage, then winning conditions become clearer and tactical depth is enhanced, but the device complexity increases

Engineering Contradiction:
Improvewinning condition clarityVSAvoidgame system complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system uses color rendering to indicate group affiliation in appearance regions. By visually displaying which group controls which region through color coding, the system provides clear information about winning conditions and group dominance without requiring complex interfaces or additional displays.

Inventive Principle:
Principle #32Color changes

Solution Approach 2:

The game system automatically determines group affiliation and renders colors based on character actions and region control. The system self-manages the complexity of tracking which group controls which region, eliminating the need for manual configuration or complex user input to maintain winning condition information.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If characters can reappear in their group's region after a wait period, then gameplay balance is improved and strategic options are increased, but the loss of time increases

Engineering Contradiction:
Improvestrategic optionsVSAvoidcharacter reappearance wait time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

Characters implement a periodic reappearance mechanism where they return to their group's appearance region after a specified wait period. This periodic action creates rhythmic gameplay patterns, allowing temporary defeat to be followed by strategic resurgence, adding tactical depth while maintaining predictable timing for character availability.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS12515136B2Storage medium storing game program, game apparatus, game system, and game processing method
Publication Date: 2026.01.06 NINTENDO CO LTD
  • US12515136B2 patent drawing
  • US12515136B2 patent drawing
  • US12515136B2 patent drawing

AI summary

A first appearance region for a first group is set at or near a center of a game stage. A second and a third appearance region for a second and a third group are set closer to respective end portions of the game stage than the first appearance region is. A character is caused to perform an action more advantageously in a game when the character is in a region rendered in a color relating to the group to which the character belongs than when the character is not in the region. It is determined that the first group is a winner in a game when a first condition is satisfied based on actions performed by the characters, and that the second and third groups are a winner in the game when a second condition is satisfied based on actions performed by the characters.