How a 1990s Patent Wasted Dozens of Hours of Your Life
A 1998 patent filed by the Japanese corporation Konami, officially titled "Arrangement and method for a game program," is responsible for the long-standing industry practice of including mini-games during loading screens. The patent granted Konami exclusive rights to these interactive sequences, effectively barring other developers from implementing similar features in their software for two decades.
The Mechanics of the Patent
The patent, filed in the United States under number 5,718,632, protected a specific technical process: the execution of a secondary, simplified program while the primary, data-heavy game environment loaded from a disc. Because the patent covered the fundamental logic of running a mini-game during a loading period, other publishers could not legally include such features without risking litigation.

According to documentation from the United States Patent and Trademark Office, the intellectual property rights remained in effect until their expiration in 2015. During this 17-year window, the gaming industry largely avoided mini-games in loading screens, despite the technical feasibility of the feature.
Impact on Game Development
For years, the industry standard for loading times involved static images, progress bars, or passive animations. While developers frequently sought ways to mitigate player frustration during long wait times, the Konami patent acted as a legal barrier to active engagement.
Industry analysts note that the expiration of this patent in 2015 marked a shift in design philosophy. Without the threat of patent infringement, developers began reintroducing interactive elements during loading phases. Titles such as FIFA and various entries in the Dragon Ball Z series—the latter being a notable user of the mechanic in earlier, pre-patent-enforcement years—eventually saw the return of playable tutorials or mini-challenges.
Comparison of Industry Practices
Prior to the patent’s enforcement, Konami utilized the mechanic in titles like Ridge Racer (1993) on the PlayStation, which allowed players to race a single car while the full game data loaded in the background. Once the patent was secured, this feature disappeared from the broader market.
While the patent restricted developers from creating interactive loading screens, it did not apply to all forms of loading-screen content. Developers continued to use non-interactive elements, such as lore text or gameplay tips, which did not rely on the protected "game program" logic defined in the 1998 filing.
The expiration of the patent has led to a modern environment where interactive loading screens are increasingly common, though many developers now opt for high-speed streaming technology that minimizes the need for traditional loading screens entirely. As of this month, no new legal challenges regarding loading-screen interactivity have been filed, and the industry continues to operate under the current landscape of expired intellectual property protections.