Timing Pointer Grouping for Dynamic Game Track Adaptation

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Solution Overview

Problem

Timing determination games lack variability in gameplay, leading to user boredom due to repetitive interfaces and difficulty levels that can be perceived as unpleasantly challenging, making it hard to maintain user interest, especially for new players.

Innovation Solution

A timing determination-type game apparatus and method that allows users to operate groups of timing and input pointers, moving them in unison to match at designated positions, providing a new gameplay scheme that increases user engagement without discomfort, and allowing for various interfaces and difficulty adjustments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Difficulty of detecting and measuring

If the density of timing pointers is increased or their disposition is made unintuitive to raise difficulty, then the level of difficulty is improved, but user experience deteriorates (users feel distressed or unpleasant)

Engineering Contradiction:
Improvelevel of difficultyVSAvoiduser experience
Core Design Contradiction:
Difficulty of detecting and measuringVSEase of operation

Solution Approach 1:

The patent applies dynamics by allowing the track to change its shape and configuration during gameplay. The track is not static but can dynamically adjust its path, creating variable difficulty without requiring dense or unintuitive pointer placement. This dynamic track transformation maintains user experience while providing challenging gameplay through evolving rather than static complexity.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If the interface is changed, then variety is improved, but the actual game progress scheme remains the same, so user interest deteriorates (users feel like playing the similar game)

Engineering Contradiction:
Improveinterface varietyVSAvoiduser interest
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent implements dynamics by making the track shape itself variable and changeable during gameplay. Instead of merely changing static interface elements, the core gameplay structure adapts dynamically through track transformation. This provides genuine variety in game progression while maintaining engaging user interest through evolving challenges rather than repetitive patterns.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If traditional timing determination schemes are used, then gameplay is simple and intuitive, but variety and sustained engagement deteriorate (users are easily bored)

Engineering Contradiction:
Improvegameplay simplicityVSAvoidgame variety
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent resolves this contradiction by introducing dynamic track transformation that evolves during gameplay. The track can change its shape, create new paths, and transform its configuration, providing sustained variety and engagement while maintaining the intuitive nature of timing-based interaction. This dynamic evolution prevents boredom without sacrificing the core simplicity that makes timing games accessible.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10463959B2Timing determination-type gaming device and method
Publication Date: 2019.11.05 KIM JIN YOUNG
  • US10463959B2 patent drawing
  • US10463959B2 patent drawing
  • US10463959B2 patent drawing

AI summary

Disclosed are a timing determination-type game apparatus and method. The present invention may provide a new type of timing determination-type game in which a user operates at least one timing pointer or at least one input pointer to match each other at the same position at a designated timing while moving at least one timing pointer or at least one input pointer in the unit of a group regardless of a path. Further, according to the present invention, it is possible to simultaneously move a plurality of timing pointers or a plurality of input pointers in the unit of the group without damaging timing information provided by the timing pointer and the input pointer, thereby providing various user interfaces for operating the game.