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JPO rejected Nintendo patent with a 2013 Pokemon fan game clip

In the Palworld patent fight, the Japanese Patent Office used Pokemon: Generations to argue no inventive step.

ByTurki Al-MutairiBusiness Desk, The Executives Brief
·3 min read
JPO rejected Nintendo patent with a 2013 Pokemon fan game clip
Executive summary

The Japanese Patent Office (JPO) upheld the rejection of a Nintendo patent aimed at an in-game monster-capturing system, using a 2013 YouTube prototype of an unofficial “3D indie Pokemon” called Pokemon: Generations. For decision-makers, it shows how old public demos can become regulatory ammunition in fast-moving IP disputes.

In May 2013, YouTuber JolteonPlays uploaded a rough prototype for an unofficial “3D indie Pokemon” game called Pokemon: Generations. Thirteen years later, that exact fan-made footage has been cited in the JPO’s rejection of a Nintendo patent, under “Reasons for Rejection,” as the agency argues Nintendo’s claimed idea fails to demonstrate adequate “inventive step.”

That’s the part fans are celebrating, loudly and repeatedly: a clip made by a teenager on YouTube is now embedded in a formal patent notice that helps dismiss a claim tied to Nintendo’s Palworld case. The JPO’s logic is not subtle. As Automaton reports, the patent being rejected targets an “in-game monster-capturing system,” the kind of gameplay mechanism Nintendo has argued in the extended legal process around Palworld’s alleged infringement.

To understand why this matters, you have to track what’s happening in the Palworld dispute. Nintendo’s case against Pocketpair is not, in this moment, being fully “shut down” by a single decision. The source is careful here: this rejection is one patent in a family of related filings, meaning it is indirectly placed in the same general set of issues. In other words, the JPO’s action is a meaningful setback for that specific claim, but it does not automatically end the bigger fight.

Still, the JPO’s reasoning is precisely the kind of regulatory detail that can ripple through boardrooms. Under the “inventive step/non-obviousness” standard, the inquiry is whether the invention as a whole, compared to the prior art as a whole, would have been obvious to a person skilled in the art. The source quotes the World Intellectual Property Organization’s baseline explanation: “The condition of inventive step/non-obviousness is fulfilled if the invention as a whole, compared to the prior art as a whole, would not have been obvious to a person skilled in the art.” That language is doing a lot of work. It means the agency is not only looking at whether something is new in a narrow, literal sense, but whether it is sufficiently non-obvious relative to what already exists publicly.

The “prior art” in this case includes that 13-year-old Pokemon: Generations demonstration. The article says the URL was pulled from the translated notice of rejection posted to the JPO’s logs. And once the public could see the citation, the comment section followed, with fans celebrating “creative freedom” as an idea stayed “unconstrained by patents.” The source includes several comments from the video, including “You saved the entire industry,” and a comment noting the idea that years later this footage would be used by the JPO to reject a Nintendo patent claim. Another comment calls it “The butterfly effect in action.” An auto-translated Japanese comment says: “The comments section is going wild, lol. But even JPO must have thought, 'Nintendo, you're crazy...'” The tone may be playful, but the underlying point is serious: public prototypes can harden into formal prior art when the legal clock starts ticking.

For Pocketpair, it’s not hypothetical. The dispute has already forced adjustments. The source notes that Pocketpair has quietly adjusted a few of its own features and designs to be less Pokemon-like, and that last year Pocketpair comms lead said patent infringement was something nobody considered during Palworld’s exhaustive legal clearance. Regardless of how either party views those choices, the practical reality for operators is that IP risk is not only about what you copy. It is also about what exists in the record, including unofficial and early-stage work by hobbyists.

There is also a market-speed angle here. Palworld 1.0 has moved over 1.8 million copies, with 65% of players on Steam, according to analyst estimates mentioned in the source. That kind of traction compresses decision timelines. When revenue and user growth arrive before legal outcomes fully settle, companies can find themselves caught between two pressures: ship and iterate, while the patent system tests how “obvious” your core mechanics are relative to everything that came before.

So what’s the second-order takeaway for decision-makers watching this? First, the JPO’s use of a fan-made demonstration underlines how prior art can come from unexpected places, including unofficial projects that initially feel like cultural artifacts rather than technical references. Second, patent fights can turn on inventive step arguments that look boring on paper but get very real when the record includes a dated, publicly accessible clip. And third, even if this single rejection does not end Nintendo’s broader Palworld litigation, it still signals that the regulatory bar is not guaranteed for any side, especially when gameplay mechanics are discussed, remixed, and prototyped across communities long before a lawsuit arrives.

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