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September 2026

Nintendo

Granted Patents 3 patents

Overview

Nintendo received 3 granted patents across Graphics (1), Game Mechanics (1), and Game Engines (1).

The Graphics patent covers a vertex shader technique that scales objects to simulate depth in orthographic 2D games while preserving collision detection accuracy. On the Game Mechanics side, the patent details a multiplayer racing system featuring collision-based energy pickups, dual track switching abilities, and a Rivals skill rating subsystem. The Game Engines patent describes a development tool that预measures GPU load during cutscenes and provides substitute data to dynamic resolution systems, preventing performance drops before they occur.

Technology Themes

A single Graphics patent tackles a persistent problem in 2D side-scrollers: how to create the illusion of objects moving closer or farther away without breaking the game's collision system. Nintendo's approach applies scaling transformations exclusively in the vertex shader during rendering, leaving the underlying game logic untouched. Because the physics engine still sees objects at their original dimensions, collision detection remains accurate even as players perceive convincing depth through size changes. This decoupling allows orthographic games to simulate a Z-axis that their core mechanics never need to understand.

The Game Mechanics patent covers a multiplayer racing design that generates energy pickups from collisions, shifts racers between two parallel tracks via a special ability, and organizes competitors into skill-based Rivals subgroups. Each client produces its own collision-triggered objects independently, avoiding the need for server-side synchronization and cutting down network traffic. The special ability's duration scales based on the racer's current placement, while the Rivals system tracks performance within a smaller subset of the full field. Together, these layers form a competitive balancing framework that addresses network efficiency and skill matching in a single system.

Nintendo's Game Engines patent provides developers with a tool to prevent frame rate drops during cutscenes by feeding pre-recorded GPU load data to dynamic resolution systems. Traditional implementations adjust resolution one frame after a performance spike occurs, creating a visible stutter. This method inverts that flow by measuring expected load transitions during development and injecting synthetic signals at the precise moment a cutscene begins. The dynamic resolution system reacts to the substitute data rather than waiting for the real spike, adjusting output before players notice any slowdown.

Patent Sources (3)

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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.

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