Nintendo received 3 granted patents across Networking (1), Graphics (1), and UI/UX (1).
The Networking patent addresses multiplayer synchronization through dynamic object speed adjustments that compensate for latency across 3 or more connected players. On the Graphics side, the company developed technology for event-driven lighting systems that modify darkness and illumination in virtual environments. The UI/UX patent covers a multi-layer map interface that tracks and displays player positions across different elevation zones including ground, aerial, and subterranean areas.
The single Networking patent tackles the persistent problem of visual desynchronization in multiplayer games by adjusting how quickly moving objects appear to travel rather than relying solely on conventional position correction methods. When network delays cause timing mismatches between connected devices, the system intentionally slows the speed of an object during a specific window after an event occurs, allowing different players' screens to naturally converge on the same visual state. This approach calculates the slowdown amount based on actual measured latency between specific device pairs, making the compensation respond to real network conditions rather than applying fixed corrections.
Nintendo's Graphics patent introduces a system where virtual environments can shift from dark to illuminated states based on game events rather than traditional light source placement. The technology defines distinct zones called target ranges that respond to gameplay triggers, overriding standard rendering to control visibility across entire areas independently of simulated lighting physics. This approach uses mask data within a deferred rendering pipeline to blend these event-controlled visibility zones with conventional lighting calculations, giving designers direct macro-level control over what players can see as they progress through a game.
The UI/UX patent presents a mapping system designed for games with complex vertical geography, where players move between ground level, underground passages, and airborne sections. The system displays movement history across these different elevation layers while rendering the player's current layer with thicker, more prominent track lines and visually de-emphasizing paths from other heights. During track playback, icons indicate which vertical layer the replayed movement is currently traversing, providing real-time context about elevation changes that occurred during the recorded journey.
All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.