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H1 2026

Nintendo

Filed Patents 34 patents

Overview

Nintendo filed 34 patent applications in H1 2026, distributed across Networking (4), Game Engines (15), Game Mechanics (2), UI/UX (3), Hardware (7), Graphics (2), and AI & Machine Learning (1).

The Game Engines category covers voxel-based terrain systems with dynamic deformation, material swapping, and mesh optimization techniques, alongside combat mechanics for creature capture and dual-control battle systems. Hardware patents describe controller designs with modular components, magnetic attachments, optical sensors for directional inputs, and force detection through elastic deformation. Additional filings address multiplayer Networking features like selective screen sharing and session management, user interface systems for camera transitions and visual indicators, and rendering techniques for distant object visibility.

Technology Themes

The 4 Networking patents span two distinct problems: keeping multiplayer experiences fair and making them feel alive even when players aren't online at the same time. One filing describes a system where recorded gameplay data, sometimes called ghost data, can react to what a live player is doing in real time, making asynchronous competition feel more like a genuine match than a simple replay. Another addresses cheating through voice chat by letting game logic control which players in a communication session can see each other's screens, allowing teammates to share views while keeping opponents locked out. A third replaces the traditional idle waiting screen before a race with a shared open-world space where players can move around together, and late arrivals can even watch an ongoing race from within that shared environment. The fourth patent handles the behind-the-scenes challenge of managing who can spectate and who can actively play across simultaneous sessions, using priority rules and smart heuristics to free up capacity when rooms fill up.

The Game Engines category is the most active in this filing period, with 15 patents covering a wide range of systems. Several of them cluster around voxel-based worlds, including a method for swapping terrain materials based on light exposure or game conditions without touching the underlying geometry, a dual-object system where destroying one voxel structure causes a linked companion object to grow and fill the lost volume, and a technique for switching material IDs across entire spaces to change both appearance and physics behavior instantly. A separate voxel filing describes how mining terrain can produce collectible objects whose gameplay effects, like flight or illumination, are determined by the material type of the terrain they came from. Cliff detection gets its own patent too, one that applies edge-safety logic specifically to collision meshes that are actively being deformed by destructive gameplay. Mesh quality is addressed by a simplification algorithm that reduces polygon counts while keeping material boundaries visually intact, and a respawn system cross-references voxel deformation history to avoid placing players on terrain that no longer exists. On the combat and character control side, one patent allows players to manage both their own avatar and a separate battle creature using the same controller inputs, switching context based on lock-on state, while another unifies the act of weakening an enemy and throwing a capture item through a single targeting system. An NPC companion patent gives players a two-range proximity system to stop and restart a following character with precision, and a second companion patent automatically adapts the commands available to ally characters depending on whether the player is airborne or on the ground. A cooldown override system lets players spend a second resource pool to reuse abilities before they would normally refresh. An open-world racing patent allows instant character-switching via a map interface, with new characters unlocked by collecting items during play. Finally, a weapon fusion patent moves crafting out of menus entirely, letting players combine equipment with objects directly in the game world and see the result immediately.

The 2 Game Mechanics patents both deal with progression tied to in-game actions. One describes a capture system where defeating an enemy in the field opens a temporary window during which that character is easier to catch, with success rates dropping or the window closing entirely after a limited number of attempts. The other links item collection during races to permanent roster expansion, so that gathering specific objects mid-race directly adds new playable characters and costumes to a player's available options rather than routing unlocks through separate menus or challenge completions.

Three UI/UX patents address how players interact with and perceive game systems through their controls and cameras. One describes a dynamic button-remapping scheme tied to lock-on state, where the same physical inputs alternate between controlling a player character and issuing commands to a battle character, with battle characters automatically repositioning to execute their attacks. A second patent adjusts the visual orientation of directional indicators on acceleration objects depending on where the camera is positioned relative to them, so that a player approaching from behind sees a different cue than one approaching from the front. The third handles camera transitions between first-person on-foot movement and third-person vehicle modes, automatically aligning a character's facing direction with the camera when the player dismounts to avoid disorienting perspective shifts.

Seven Hardware patents cover controller construction, ergonomics, and input technology from several angles. 3 of them deal directly with the physical architecture of the controller body: one describes manufacturing the grip sections and main housing as a single integrated piece with a top opening, eliminating the seams that appear in traditional two-piece shells; a second focuses on the shape of rear grip buttons, which are designed with asymmetric, widening surfaces that follow the natural curve of fingers; and a third organizes each grip as a self-contained module with its own substrate, vibration unit, and button detection components that can be assembled independently. A separate patent replaces the rubber switches under a directional pad with optical sensors, detecting input without physical contact while retaining tactile feedback through mechanical stops. 2 of the remaining patents involve magnetic systems: one uses magnets and yokes within an accessory to let users press controller buttons through the accessory's surface without direct contact, and another uses magnetic attraction between detachable buttons and console-embedded magnets to create variable button resistance and serve as a locking mechanism simultaneously. The seventh patent describes a ring-shaped accessory that connects to a standard controller via a rail and measures squeeze and pull forces through strain gauges embedded in a deformable elastic structure.

The 2 Graphics patents approach visual fidelity from opposite ends of the rendering pipeline. One describes a selective approach to managing intersection data in deformable voxel terrain, deleting that data only when destruction is permanent and preserving it when deformation might be reversed, which allows high-quality mesh reconstruction without the memory cost of tracking everything. The other operates at the vertex shader level to enlarge distant competing players in a racing game, scaling them up based on how far away they are so that opponents remain visible without adding interface overlays, with the scaling applied in a way that keeps objects correctly aligned to the ground.

The single AI/ML patent describes a companion NPC system that detects when a player character boards a moving Platforms or object and automatically repositions ally characters onto that same object, keeping them ready to act without requiring the player to manually re-establish the pairing. The key problem it addresses is the desynchronization that typically occurs when a player transitions onto a dynamic surface, which under prior approaches would break cooperative mechanics until the player took additional steps to restore the formation.

Patent Sources (34)

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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