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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has tips in its loading screens.

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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' has tips in its ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Unlike all previous 3D ''Zelda'' games, which simply faded to black or white whenever Link went to a new location or a cutscene would begin or end, this game features a traditional loading screens.screen with tips provided to alleviate the wait. The enormous size of the world map makes such screens a necessity.
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** Due to the UsefulNotes/NintendoSwitch's lack of a second screen, it was no longer possible to include minigames on the loading screen in ''VideoGame/Splatoon2''. However, this game did allow players to play with the background music, using different buttons to apply effects like changing the pitch or adding sound effects.

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** ''VideoGame/Splatoon2'': Due to the UsefulNotes/NintendoSwitch's lack of a second screen, it was no longer possible to include minigames on the loading screen in ''VideoGame/Splatoon2''. screen. However, this game did does allow players to play with the background music, using different buttons to apply effects like changing the pitch or adding sound effects.
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* The first ''VideoGame/SpyroTheDragon'' game had the main character flying to the level almost seamlessly after moving between portals. The gems collected in the area are tallied up during the flight, as well.

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* The first ''VideoGame/SpyroTheDragon'' game had ''VideoGame/SpyroTheDragon1998'' has the main character flying to the level almost seamlessly after moving between portals. The gems collected in the area are tallied up during the flight, as well.



* ''VideoGame/GhostbustersTheVideoGame'' uses prerendered cut scenes not only to tell major parts of the story, but to disguise load times. This is very evident when loading a checkpoint--which uses the "give some in game information" trick below--or when playing the PC version, which does neither.

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* ''VideoGame/GhostbustersTheVideoGame'' uses prerendered cut scenes not only to tell major parts of the story, but to disguise load times. This is very evident when loading a checkpoint--which uses the "give some in game information" trick below--or below -- or when playing the PC version, which does neither.



* Every ''Franchise/MegaMan'' game has a [[BossCorridor hallway just before the boss room]] of each stage. In cartridge-based or downloadable games, which can load boss data more or less instantaneously, this room is unnecessary and does nothing except build suspense. [[VideoGame/MegaMan1 The first game]] is unique in that its boss hallways are multiple screens long and full of enemies; it was originally envisioned as a Disk System title, so the purpose of this was to keep the player busy while the boss loaded. Although these hallways could have regained their original purpose once the games switched to disk-based media, for whatever reason they weren't - an [[BossWarningSiren animated "WARNING" sign]] hides the loading instead.

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* Every ''Franchise/MegaMan'' game has a [[BossCorridor hallway just before the boss room]] of each stage. In cartridge-based or downloadable games, which can load boss data more or less instantaneously, this room is unnecessary and does nothing except build suspense. [[VideoGame/MegaMan1 The first game]] is unique in that its boss hallways are multiple screens long and full of enemies; it was originally envisioned as a Disk System title, so the purpose of this was to keep the player busy while the boss loaded. Although these hallways could have regained their original purpose once the games switched to disk-based media, for whatever reason they weren't - -- an [[BossWarningSiren animated "WARNING" sign]] hides the loading instead.

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* In ''VideoGame/EverybodyEdits'', there are three separate loading screens:
** The first loading screen, which plays while loading the game. It has monochrome text that reads ''Everybody Edits'' made out of in-game blocks, being filled with color left-to-right like a bar until the game fully loads. In 2015, a percentage counter was added to the screen. In 2018, the blocky text was replaced with the game's logo.
** The second loading screen, which appears while loading the [[GameLobby lobby]]. It shows a screenshot of the game that updates around every month, along with a logo that [[SpecialEditionTitle appropriately updates for holidays]].
** The third loading screen, which is shown while loading a level. It shows the controls for the game, and text reminding the player to wait.

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* ''VideoGame/EverybodyEdits'':
**
In ''VideoGame/EverybodyEdits'', ''VideoGame/EverybodyEditsFlash'', there are three separate loading screens:
**
screens. The latter two were removed in ''Everybody Edits Offline'', as the lack of online play made the game much quicker to load.
***
The first loading screen, which plays while loading the game. It has monochrome text that reads ''Everybody Edits'' made out of in-game blocks, being filled with color left-to-right like a bar until the game fully loads. In 2015, a percentage counter was added to the screen. In 2018, the blocky text was replaced with the game's logo.
** *** The second loading screen, which appears while loading the [[GameLobby lobby]]. It shows a screenshot of the game that updates around every month, along with a logo that [[SpecialEditionTitle appropriately updates for holidays]].
** *** The third loading screen, which is shown while loading a level. It shows the controls for the game, and text reminding the player to wait.wait.
** In ''VideoGame/EverybodyEditsUniverse'', the loading screen is more minimalist, just having a small text describing the content being loaded in the bottom left corner.
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* In a few cases, loading times are so long that the loading screen includes some form of MiniGame to keep the player entertained while they wait. [[Creator/BandaiNamcoEntertainment Namco]] technically [[DisneyOwnsThisTrope had a patent on this]] until 2015, but due to examples appearing far before the patent on the UsefulNotes/{{Commodore 64}} and UsefulNotes/ZXSpectrum, Namco likely would have had trouble defending it in court. Some only lean into this, such as being able to manipulate things on screen.

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* In a few cases, loading times are so long that the loading screen includes some form of MiniGame to keep the player entertained while they wait. [[Creator/BandaiNamcoEntertainment Namco]] technically [[DisneyOwnsThisTrope had a patent on this]] until 2015, but discouraging most publishers from doing this, even though due to examples appearing far before the patent on the UsefulNotes/{{Commodore 64}} and UsefulNotes/ZXSpectrum, Namco likely would have had trouble defending it in court. Some only lean into this, such as being able to manipulate things on screen.

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* ''VideoGame/{{Splatoon}}'' features a few {{Retraux}}-style minigames that you can play on the UsefulNotes/WiiU gamepad while waiting for the servers to find you a group of players. Squid Jump, a simple game of jumping between platforms, is the only one available by default, while Squid Racer, Squidball, and Squid Beatz can be unlocked using Toys/{{amiibo}}.
** Due to the UsefulNotes/NintendoSwitch's lack of a second screen, it was no longer possible to include minigames on the loading screen in ''VideoGame/Splatoon2''. However, this game did allow players to play with the background music, using different buttons to apply effects like changing the pitch or adding sound effects.

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* ''VideoGame/{{Splatoon}}'' While not the loading screen, per se, ''Franchise/{{Splatoon}}'' has given players way to burn time while waiting for a match:
** ''VideoGame/Splatoon1''
features a few {{Retraux}}-style minigames that you can play on the UsefulNotes/WiiU gamepad while waiting for the servers to find you a group of players.gamepad. Squid Jump, a simple game of jumping between platforms, is the only one available by default, while Squid Racer, Squidball, and Squid Beatz can be unlocked using Toys/{{amiibo}}.
** Due to the UsefulNotes/NintendoSwitch's lack of a second screen, it was no longer possible to include minigames on the loading screen in ''VideoGame/Splatoon2''. However, this game did allow players to play with the background music, using different buttons to apply effects like changing the pitch or adding sound effects. effects.
** ''VideoGame/Splatoon3'' gives you access to a testing range, so you can play around and experiment with your weapon while waiting.
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* The UsefulNotes/NintendoSwitch remake of ''VideoGame/LiveALive'' displays tips during its loading screens. [[spoiler:...except in the latter part of the Distant Future chapter. Then the spaceship's murderous AI replaces the tips with [[TheFourthWallWillNotProtectYou calls for you to surrender]].]]
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* ''VideoGame/MortalKombatII'': There's a loading screen that includes Pong as a feature, but it's time-based. You can only play it every 250 matches or so.

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* ''VideoGame/MortalKombatII'': There's a loading screen that includes Pong as a feature, but it's time-based. You can only play it every after playing 250 matches or so.in a row.
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Example Indentation. Also did a wick swap


* ''VideoGame/StrikeCommander'' let you play a 1-player version of Pong as you waited for a mission to load. Woe to you if you let the immobile edges score against you, as it ended the mini-game.
** ''VideoGame/MortalKombat2'' included Pong as well, but it was time-based. You could only play it every 50 matches or so.
*** ''VideoGame/MortalKombat3'' had ''VideoGame/{{Galaga}}'' as a minigame, too. But the conditions were.... [[GuideDangIt somewhat trivial]].

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* ''VideoGame/StrikeCommander'' let lets you play a 1-player version of Pong as you waited wait for a mission to load. Woe to you if you let the immobile edges score against you, as it ended ends the mini-game.
** ''VideoGame/MortalKombat2'' included * ''VideoGame/MortalKombatII'': There's a loading screen that includes Pong as well, a feature, but it was it's time-based. You could can only play it every 50 250 matches or so.
*** * ''VideoGame/MortalKombat3'' had has ''VideoGame/{{Galaga}}'' as a minigame, too. minigame. But the conditions were....are.... [[GuideDangIt somewhat trivial]].

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* ''VideoGame/WingCommander III'' used the power-up sequence checklist for your fighter, when waiting for the mission information to load. For those playing on [=PCs=] of the time (1994), this was often a signal to go for a drink, or use the bathroom, while waiting for LoadsAndLoadsOfLoading to finish.
* The ''VideoGame/JakAndDaxter'' games had pseudo-airlocks when leaving the city.
** The first one had no loading whatsoever, except for a few extremely short, easily-missable pauses before cutscenes.
* ''VideoGame/RatchetAndClank'' has Ratchet's ship flying between planets.

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* ''VideoGame/WingCommander III'' ''VideoGame/WingCommanderIII'' used the power-up sequence checklist for your fighter, when waiting for the mission information to load. For those playing on [=PCs=] of the time (1994), this was often a signal to go for a drink, or use the bathroom, while waiting for LoadsAndLoadsOfLoading to finish.
* The ''VideoGame/JakAndDaxter'' games series had pseudo-airlocks when leaving the city.
**
city. The [[VideoGame/JakAndDaxterThePrecursorLegacy first one game]] had no loading whatsoever, except for a few extremely short, easily-missable pauses before cutscenes.
* ''VideoGame/RatchetAndClank'' ''Franchise/RatchetAndClank'' has Ratchet's ship flying between planets.



* ''VideoGame/KaneAndLynch 2: Dog Days'' retains its digital camcorder-based StylisticSuck even while loading, replacing the traditional loading screen with the "Buffering" animation found in Website/YouTube videos. Both games in the series also include short snippets of dialogue to help advance the plot between missions.

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* ''VideoGame/KaneAndLynch 2: Dog Days'' ''VideoGame/KaneAndLynch2DogDays'' retains its digital camcorder-based StylisticSuck even while loading, replacing the traditional loading screen with the "Buffering" animation found in Website/YouTube videos. Both games in the series also include short snippets of dialogue to help advance the plot between missions.



* ''VideoGame/ANNOMutationem'' has various loading screens for several events. Starting up the game will feature either a [[ThisJustIn news report]] for information off the main story or a shot of Ann and Ayane with text giving gameplay advice. Using a [[WarpWhistle teleport spring]] or an elevator has a loading shot of it going to its destination before arriving. Lastly, traveling to any location shows Ann driving in her vehicle.



* ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' and later have a rather elegant way of disguising load screens by playing the mission briefing cutscene during these loads, though there is a small bar that fills up and the cutscene can be skipped once the load is complete.
** ''VideoGame/UnrealTournamentIII'' did the same.
* ''VideoGame/SonicCD'' showed Sonic warping through time whenever he was travelling into the past or future, in order to hide the fact that the Sega CD was loading the appropriate time period of the current zone.
* ''VideoGame/MetroidPrime'' sticks with the series staple of shooting doors to "de-energize" the locks on them. How much time passes between de-energization and when the door opens generally varies depending on how big the next room is (i.e. how much there is to load). The first ''Metroid Prime'' had many small corridors filled with enemies that are designed to slow you down so the next room can load by the time you reach the door. This gets annoying in ''VideoGame/MetroidPrimeHunters'' since it means that the timer during {{Timed Mission}}s ''still counts down during the loading sequence''.
** The elevators are also used to mask the loading times.

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* ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' ''VideoGame/CallOfDuty4ModernWarfare'' and later have a rather elegant way of disguising load screens by playing the mission briefing cutscene during these loads, though there is a small bar that fills up and the cutscene can be skipped once the load is complete.
* ''Franchise/SonicTheHedgehog'':
** ''VideoGame/UnrealTournamentIII'' did the same.
*
''VideoGame/SonicCD'' showed Sonic warping through time whenever he was travelling into the past or future, in order to hide the fact that the Sega CD was loading the appropriate time period of the current zone.
** In the UsefulNotes/SegaDreamcast version of ''VideoGame/SonicAdventure'', the cutscenes played while the next part loaded.
** ''VideoGame/SonicColors'' shows stage intros not unlike those from the classic Sonic games, as well as ''[[VideoGame/SonicHeroes Heroes]]''. These are loading screens that appear to load the stage map, while in ''[[VideoGame/SonicUnleashed Unleashed]]'', the enemies and tidbits load while Sonic progresses through the stage.
* ''VideoGame/MetroidPrime'' sticks with the series staple of shooting doors to "de-energize" the locks on them. How much time passes between de-energization and when the door opens generally varies depending on how big the next room is (i.e. how much there is to load). The first ''Metroid Prime'' had many small corridors filled with enemies that are designed to slow you down so the next room can load by the time you reach the door. This gets annoying in ''VideoGame/MetroidPrimeHunters'' since it means that the timer during {{Timed Mission}}s ''still counts down during the loading sequence''.
**
sequence''. The elevators are also used to mask the loading times.



* ''VideoGame/MaxPayne 3'''s loading screens were similar in intent to Call of Duty's, albeit in a much more "seamless" manner by shifting from realtime cutscenes to pre-rendered Bink videos whenever a level is loaded. And to make things even more seamless, the videos were encoded in 1080p, bloating the game's resource footprint even further.

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* ''VideoGame/MaxPayne 3'''s ''VideoGame/MaxPayne3'''s loading screens were similar in intent to Call of Duty's, albeit in a much more "seamless" manner by shifting from realtime cutscenes to pre-rendered Bink videos whenever a level is loaded. And to make things even more seamless, the videos were encoded in 1080p, bloating the game's resource footprint even further.



* In the UsefulNotes/SegaDreamcast version of ''VideoGame/SonicAdventure'', the cutscenes played while the next part loaded.



* In the UsefulNotes/{{Wii}} and UsefulNotes/PlayStation2 versions of ''VideoGame/TheForceUnleashed'', the loading screen for each level is a cockpit view through hyperspace, ostensibly what the characters see as they fly to their next destination.

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* In the UsefulNotes/{{Wii}} and UsefulNotes/PlayStation2 versions of ''VideoGame/TheForceUnleashed'', ''VideoGame/StarWarsTheForceUnleashed'', the loading screen for each level is a cockpit view through hyperspace, ostensibly what the characters see as they fly to their next destination.



* ''VideoGame/SonicColors'' shows stage intros not unlike those from the classic Sonic games, as well as ''[[VideoGame/SonicHeroes Heroes]]''. These are loading screens that appear to load the stage map, while in ''[[VideoGame/SonicUnleashed Unleashed]]'', the enemies and tidbits load while Sonic progresses through the stage.



** ''VideoGame/NeedForSpeed: Hot Pursuit'' also displays tips alongside information of the event/match such as players on the speedwall or starting line-up and teams they're on respectively.
* ''VideoGame/KnightsOfTheOldRepublic'' includes background information on the ''Franchise/StarWars'' universe and gameplay tips.

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** ''VideoGame/NeedForSpeed: Hot Pursuit'' ''VideoGame/NeedForSpeedHotPursuit'' also displays tips alongside information of the event/match such as players on the speedwall or starting line-up and teams they're on respectively.
* ''VideoGame/KnightsOfTheOldRepublic'' ''VideoGame/StarWarsKnightsOfTheOldRepublic'' includes background information on the ''Franchise/StarWars'' universe and gameplay tips.



* ''[[VideoGame/SuperSmashBros Super Smash Bros. for 3DS]]'' displays hints on the loading screen when starting a match. Overlaps with ''LoadsAndLoadsOfLoading''.

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* ''[[VideoGame/SuperSmashBros Super Smash Bros. for 3DS]]'' ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' displays hints on the loading screen when starting a match. Overlaps with ''LoadsAndLoadsOfLoading''.LoadsAndLoadsOfLoading.



* ''VideoGame/BioShock1''[='=]s loading screens included a combination of ominous/interesting excerpts from the game's audio-diaries and gameplay tips.

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* ''VideoGame/BioShock'':
**
''VideoGame/BioShock1''[='=]s loading screens included a combination of ominous/interesting excerpts from the game's audio-diaries and gameplay tips.



* ''VideoGame/DawnOfWar 2'' displays hints when loading a multiplayer game. Some tongue-in-cheek, some really, really helpful. Single-player loading screens had informations about game concepts or characters. ''Dark Crusade'' uses loading screens for "special" missions (the ones that earn the commander unique assets and the enemy strongholds) to provide background information about the nature of the trophy he is about to fight for or to outline the enemy's disposition. And, of course, for the narrator to ham it up to infinity and beyond.

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* ''VideoGame/DawnOfWar 2'' ''VideoGame/DawnOfWarII'' displays hints when loading a multiplayer game. Some tongue-in-cheek, some really, really helpful. Single-player loading screens had informations about game concepts or characters. ''Dark Crusade'' uses loading screens for "special" missions (the ones that earn the commander unique assets and the enemy strongholds) to provide background information about the nature of the trophy he is about to fight for or to outline the enemy's disposition. And, of course, for the narrator to ham it up to infinity and beyond.



* ''Manga/{{Naruto}}: Ultimate Ninja'' shows a few things during loading screens, such as Lee doing push-ups, Gamakichi hopping, and Tayuya playing a flute.

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* ''Manga/{{Naruto}}: Ultimate Ninja'' ''VideoGame/NarutoUltimateNinjaStorm'' shows a few things during loading screens, such as Lee doing push-ups, Gamakichi hopping, and Tayuya playing a flute.



* ''[[VideoGame/BackyardSports Backyard Football 2006]]'' put NFL trivia in the loading screen (probably as an attempt to spoof Madden).

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* ''[[VideoGame/BackyardSports Backyard Football 2006]]'' ''VideoGame/BackyardFootball'' put NFL trivia in the loading screen (probably as an attempt to spoof Madden).



** Ditto with ''VideoGame/FinalFantasyXIII''.
** Similarly ''VideoGame/BatmanArkhamCity'' has a series of screenshots with text reviewing recent events

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** Ditto with ''VideoGame/FinalFantasyXIII''.
** Similarly
* ''VideoGame/BatmanArkhamCity'' has a series of screenshots with text reviewing recent events



* ''VideoGame/{{Doom}} 3'' gives a summary/description of the area being loaded.

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* ''VideoGame/{{Doom}} 3'' ''VideoGame/Doom3'' gives a summary/description of the area being loaded.

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* In the 80's UsefulNotes/{{Commodore 64}} (along with many other computers from the same period) used cassette tapes as storage medium for both homebrew and commercial software. While the accessories of [=C64=] included also a disk drive and while disks were also quite common medium, many individual owners at least in Europe had only tape recorders. This resulted in LoadsAndLoadsOfLoading with commercial games. Eventually it became common for publishers to include loading screens and music for player to watch and listen while waiting for the loading to finish (while commercial games often used their own loading software to make loading faster, the increasing size of games meant that loading times were still notable). The tape releases of ''VideoGame/TheLastNinja'' and ''Last Ninja 2'' were notable for having individual loading themes for every single level [[note]]Disk release of the former had no music during loading. However, it had separate title screen, which played the loading themes of the tape release in the background for those who wanted to listen to them. While the disk release of the sequel did not play the music during loading, either, it did show the loading screen for the next level and played the respective loading theme of the tape release ''until'' player pressed fire and the disk version would actually start loading the level.[[/note]]. Other "gimmicks" include slowly drawing the picture during loading (often used by Ocean) and having scrolling text in one of the loading screens with additional information [[note]]Used also in the tape releases of The Last Ninja, Last Ninja 2 and Last Ninja Remix (later rerelease of Last Ninja 2 with new intro and entirely new soundtrack - unfortunately without separate loading themes).[[/note]].

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* In the 80's UsefulNotes/{{Commodore 64}} UsefulNotes/Commodore64 (along with many other computers from the same period) used cassette tapes as storage medium for both homebrew and commercial software. While the accessories of [=C64=] included also a disk drive and while disks were also quite common medium, many individual owners at least in Europe had only tape recorders. This resulted in LoadsAndLoadsOfLoading with commercial games. Eventually it became common for publishers to include loading screens and music for player to watch and listen while waiting for the loading to finish (while commercial games often used their own loading software to make loading faster, the increasing size of games meant that loading times were still notable). The tape releases of ''VideoGame/TheLastNinja'' and ''Last Ninja 2'' were notable for having individual loading themes for every single level [[note]]Disk release of the former had no music during loading. However, it had separate title screen, which played the loading themes of the tape release in the background for those who wanted to listen to them. While the disk release of the sequel did not play the music during loading, either, it did show the loading screen for the next level and played the respective loading theme of the tape release ''until'' player pressed fire and the disk version would actually start loading the level.[[/note]]. Other "gimmicks" include slowly drawing the picture during loading (often used by Ocean) and having scrolling text in one of the loading screens with additional information [[note]]Used also in the tape releases of The Last Ninja, Last Ninja 2 and Last Ninja Remix (later rerelease of Last Ninja 2 with new intro and entirely new soundtrack - unfortunately without separate loading themes).[[/note]].


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* ''VideoGame/RemiLoreLostGirlInTheLandsOfLore'': Has this, with the main animation being a running Remi. If it goes on long enough, she gets inverted hashtag-type WingdingEyes, presumably because of the exertion.
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* In ''VideoGame/DevilMayCry3'', while you were presented with a black screen with a "Loading" in the corner, you could press buttons to attack the word, peppering it with bullet holes, slashing it, and even launching it into the air until you made it ''explode''.

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* In ''VideoGame/DevilMayCry3'', ''VideoGame/DevilMayCry3DantesAwakening'', while you were are presented with a black screen with a "Loading" in the corner, you could press buttons to attack the word, peppering it with bullet holes, slashing it, and even launching it into the air until you made it ''explode''.

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[[caption-width-right:350:''VideoGame/GrandTheftAuto'' games give you both a progress bar, and [[PrettyInMink pretty]] pictures.]]

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[[caption-width-right:350:''VideoGame/GrandTheftAuto'' games give you both a progress bar, and [[PrettyInMink pretty]] pictures.[[{{Sideboob}} pictures]].]]



As games have grown larger, more complex and more detailed, loading times have increased in many games. This has resulted in an evolution of loading screens. Some of the possible features are:

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As games have grown larger, more complex and more detailed, loading times have increased in many games. This has began in earnest with [[UsefulNotes/PlayStation1 the original PlayStation]] thanks to the data having to be copied from the disc, which was much slower than the preceding cartridge-based systems. This resulted in an evolution the creation of loading screens. screens to let the player know the level is being, well, loaded. Some of the possible features are:
are:

* The most basic of loading screens provide a meter showing progress, or a looping animation like a spinning disc. [[ShaggyDogStory Or maybe it's just a static screen with just the words "LOADING..." on it]]. Generally not in use nowadays.



* Looping animation of something to disguise the fact that it's a loading screen. Loading screens for traveling from one area to another particularly like doing this, with a looping "travel animation" capped off with an "arrival animation" once the next area is loaded.
* Some loading screens go beyond just a simple image or animation and have additional background information on the game world, such as biographical information on characters, [[HintSystem weapon specifications or tips for gameplay]]. Similarly, some screens also provide plot summaries of recent events in case you've stopped playing for a while and have forgotten what's going on or what you need to do next.
* In a few cases, loading times are so long that the loading screen includes some form of MiniGame to keep the player entertained while they wait. [[Creator/BandaiNamcoEntertainment Namco]] technically [[DisneyOwnsThisTrope had a patent on this]] until 2015, but due to examples appearing far before the patent on the UsefulNotes/{{Commodore 64}} and UsefulNotes/ZXSpectrum, Namco likely would have had trouble defending it in court.

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* Looping A looping animation of something to disguise the fact that it's a loading screen. Loading screens for traveling from one area to another particularly like doing this, with a looping "travel animation" capped off with an "arrival animation" once the next area is loaded.
* Some loading screens go beyond just a simple image or animation and have additional background information on the game world, such as biographical information on characters, a map of the level being loaded in, [[HintSystem weapon specifications or tips for gameplay]]. Similarly, some screens also provide plot summaries of recent events in case you've stopped playing for a while and have forgotten what's going on or what you need to do next.
* In a few cases, loading times are so long that the loading screen includes some form of MiniGame to keep the player entertained while they wait. [[Creator/BandaiNamcoEntertainment Namco]] technically [[DisneyOwnsThisTrope had a patent on this]] until 2015, but due to examples appearing far before the patent on the UsefulNotes/{{Commodore 64}} and UsefulNotes/ZXSpectrum, Namco likely would have had trouble defending it in court. Some only lean into this, such as being able to manipulate things on screen.



* Games that include procedurally generated levels may add humorous names to computational actions during generation such as "Corrupting the World" or "Creating an Over-arching Sense of Dread".

Of course, improvements in technology have also helped reduce and even eliminate loading times, and therefore loading screens. Many games constantly [[DynamicLoading stream new content]] during play so that players can explore large levels with no loading screens interrupting play.

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* Games that include procedurally procedural generated levels may add humorous names to computational actions during generation such as "Corrupting the World" or "Creating an Over-arching Sense of Dread".

Of course, improvements in technology have also helped reduce and even eliminate loading times, and therefore loading screens. Many games constantly [[DynamicLoading stream new content]] during play so that players can explore large levels with no loading screens interrupting play.
play, albeit at the cost of a ''massive'' loading screen on startup. This doesn't work as well as it used to as players [[GenreSavvy quickly caught on to why they're there]], but they're functional nonetheless.

Then, starting with UsefulNotes/TheNinthGenerationOfConsoleVideoGames, Solid State Drives came as standard on the UsefulNotes/PlayStation5 and UsefulNotes/XboxSeriesXAndS. These enabled developers to reduce load times from two minutes to only a few seconds, meaning the loading screens appear for only an instant. This presented an interesting situation for games on both these and UsefulNotes/TheEighthGenerationOfConsoleVideoGames, which ''do'' need loading screens. Usually the solution is to let them be, but some games get creative by making them opt-in. For example, ''[[VideoGame/SpiderManPS4 Spider-Man Remastered]]'' lets you keep the amusing [[UncomfortableElevatorMoment subway ride loading screens]] in the options menu, while ''VideoGame/HorizonForbiddenWest'' lets you enable a button prompt to manually confirm the return to gameplay, so you have time to read the tips at your leisure.


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* ''VideoGame/RatchetAndClankRiftApart'' is an interesting case: being a UsefulNotes/PlayStation5 exclusive title, it can easily load in the next world in less than a second (and certain levels turn this into a gameplay mechanic). Despite this, it still has a shot of Ratchet's / Rivet's ship arriving at their destination from space, likely because [[GrandfatherClause the series has done that with every previous game]].
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* ''Video Chess'' for the UsefulNotes/Atari2600 is a contender for the amount of loading in raw time; chess is an inherently much more processor-heavy game than most in TheSeventies, so the relatively low-powered 2600 needed a lot of time to think of its next move in order to compensate, with loading times on real hardware of [[ExaggeratedTrope up to ten hours]] being reported on the highest difficulty setting. To let you know it's still thinking, the entire screen flashes different colors for the entire period so that 1. displaying the sprites of the pieces and board wouldn't get in the way and make the wait times even longer, and 2. the image wouldn't burn into the player's TV screen. As a consequence, [[SensoryAbuse this game is not for epileptics]].
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* The arcade versions of ''VideoGame/{{Gradius}}'' and ''Twinbee'' had the bubble memory warmup sequence when turned on, with its catchy music.

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* The arcade versions of ''VideoGame/{{Gradius}}'' and ''Twinbee'' ''VideoGame/TwinBee'' had the bubble memory warmup sequence when turned on, with its catchy music.
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* The Chinese Children's browser online game ''Aura Star'' [[http://aola.100bt.com/?from=aola_homepage]] has interactable loading screens. Its first loading screen has its mascot HELLO follow and licks the user's cursor in the form of a lollipop until the cursor moves quick enough that it falls off. Starting in the summer of 2012, it is replaced by loading screens that vary by season.

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* The Chinese Children's browser online game ''Aura Star'' ''VideoGame/AolaStar'' [[http://aola.100bt.com/?from=aola_homepage]] has interactable loading screens. Its first loading screen has its mascot HELLO follow and licks the user's cursor in the form of a lollipop until the cursor moves quick enough that it falls off. Starting in the summer of 2012, it is replaced by loading screens that vary by season.
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* A few of the transitions in ''Animation/HappyHeroes'' are made to look like loading screens, having a percent number that quickly increases for a few seconds before reaching 100%.
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* ''VideoGame/ScarfaceTheWorldIsYours'' says it has no loading for the building entrances. [[FromACertainPointOfView Technically true]]. The game waits until you are ten feet inside before loading.

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* ''VideoGame/ScarfaceTheWorldIsYours'' says it has no loading for the building entrances. [[FromACertainPointOfView [[ExactWords Technically true]]. The game waits until you are ten feet inside before loading.

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* ''VideoGame/KingdomHeartsIII'' has most loading screens show mock-up blog posts for the different characters, with at least two different posts per world. Most of them are portrayed as Sora's blog, but Mickey, Donald, Goofy, Riku, Kairi, Ienzo, Pence, and all have their own blogs as well. The game also starts with (and will occasionally repeat) a post from [[MyNameIsQuestionMarks an unknown blog]] showcasing the series' "[[ThePowerOfFriendship My friends are my power!]]" moments. [[spoiler:The same blog has another post that starts after the first round of events at the Keyblade Graveyard, proclaiming that "[[BackFromTheBrink The game isn't over until it's over.]]"]]

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* ''Franchise/KingdomHearts''
**
''VideoGame/KingdomHeartsIII'' has most loading screens show mock-up blog posts for the different characters, with at least two different posts per world. Most of them are portrayed as Sora's blog, but Mickey, Donald, Goofy, Riku, Kairi, Ienzo, Pence, and all have their own blogs as well. The game also starts with (and will occasionally repeat) a post from [[MyNameIsQuestionMarks an unknown blog]] showcasing the series' "[[ThePowerOfFriendship My friends are my power!]]" moments. [[spoiler:The same blog has another post that starts after the first round of events at the Keyblade Graveyard, proclaiming that "[[BackFromTheBrink The game isn't over until it's over.]]"]]]]"]]
** ''VideoGame/KingdomHeartsMelodyOfMemory'' takes its gameplay cues, but not its visuals, from ''VideoGame/TheatrhythmFinalFantasy''. The loading screens display the playable parties in chibified forms that match the ''Theatrhythm'' artstyle.

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not relevant


* In a few cases, loading times are so long that the loading screen includes some form of MiniGame to keep the player entertained while they wait. [[Creator/BandaiNamcoEntertainment Namco]] technically [[DisneyOwnsThisTrope had a patent on this until 2015]], but due to examples appearing far before the patent on the UsefulNotes/{{Commodore 64}} and UsefulNotes/ZXSpectrum, Namco would have trouble defending it in court.

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* In a few cases, loading times are so long that the loading screen includes some form of MiniGame to keep the player entertained while they wait. [[Creator/BandaiNamcoEntertainment Namco]] technically [[DisneyOwnsThisTrope had a patent on this this]] until 2015]], 2015, but due to examples appearing far before the patent on the UsefulNotes/{{Commodore 64}} and UsefulNotes/ZXSpectrum, Namco likely would have had trouble defending it in court.



* In ''VideoGame/SuperSmashBros. Brawl'', when playing online, you get to a training screen after you choose character and stage where you can practice with your character on a simple stage against a sandbag. Not as much loading as waiting for the other players to choose, but still...
** {{Game Mod}}s for ''Brawl'' replace one of the tournament-banned stages with that training room so as to have more neutral stages in TournamentPlay: Brawl+ replaces New Pork City, while Balanced Brawl cuts Hanenbow. Why anyone would want '''two''' Final Destinations is beyond us.

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* In ''VideoGame/SuperSmashBros. Brawl'', ''VideoGame/SuperSmashBrosBrawl'', when playing online, you get to a training screen after you choose character and stage where you can practice with your character on a simple stage against a sandbag. Not as much loading as waiting for the other players to choose, but still...
** {{Game Mod}}s for ''Brawl'' replace one of the tournament-banned stages with that training room so as to have more neutral stages in TournamentPlay: Brawl+ replaces New Pork City, while Balanced Brawl cuts Hanenbow. Why anyone would want '''two''' Final Destinations is beyond us.
still.



* When Website/YouTube had a circular dot pattern as the video loaded, one could press the arrow keys to begin a snake game. It no longer works with the new [=HTML5=] player.

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* When Website/YouTube had a circular dot pattern as the video loaded, one could press the arrow keys to begin a snake game. It no longer works with the new [=HTML5=] player.



* The loading screen on ''VideoGame/TheThing2002'' Showed a 'Thing' cell attacking, absorbing and imitating a regular animal cell, taken from the movie that inspired it.

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* The loading screen on ''VideoGame/TheThing2002'' Showed showed a 'Thing' cell attacking, absorbing and imitating a regular animal cell, taken from [[Film/TheThing1982 the movie that inspired it.it's a sequel to]].



* ''Scarface'' for Xbox says it has no loading for the building entrances. [[FromACertainPointOfView Technically true]]. The game waits until you are ten feet inside before loading.

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* ''Scarface'' for Xbox ''VideoGame/ScarfaceTheWorldIsYours'' says it has no loading for the building entrances. [[FromACertainPointOfView Technically true]]. The game waits until you are ten feet inside before loading.
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* ''VideoGame/MarchenForestMylneAndTheForestGift'': Has them when changing locations and when loading a save.
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* ''VideoGame/TheSims3'' claims to be setting things up on its initial loading screen, like "Mapping the llama genome..." or the company in-joke "Reticulating splines..." The expansion packs include custom themed text, like "Remembering the good old days..." for ''Generations'' or "Running in slow motion..." for ''Island Paradise.''


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** There are five possible loading screen on ''VideoGame/SouthParkPhoneDestroyer'' depicts the kids fighting in one of the five themes, as well as tips on the bottom giving tips on how certain game mechanics work and the benefits of certain classes and themes.


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* The second loading screen for ''VideoGame/TheSims3'' (which plays when opening a new or saved game or travelling between worlds) is a PointAndClickGame depicting scenes from various expansion packs, challenging users to find certain items in the scene. Clicking on items will earn Lifetime Rewards Points for whichever household you're playing.
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* In ''VideoGame/FireEmblemThreeHouses'', if you have the Switch in handheld mode, you can tilt it to make a pixelated Byleth run across the screen, or press B to make Byleth jump.

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* In ''VideoGame/FireEmblemThreeHouses'', if you have the Switch in handheld mode, mode or are using two joycons combined into one controller, you can tilt it to make a pixelated Byleth run across the screen, or press B to make Byleth jump.
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-->'''If you're reading this, you've been in a coma for almost 20 years now; we're trying a new technique. We don't know where this message will end up in your dream, but we're hoping we get through. Please wake up! We miss you.

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-->'''If -->''If you're reading this, you've been in a coma for almost 20 years now; we're trying a new technique. We don't know where this message will end up in your dream, but we're hoping we get through. Please wake up! We miss you.''
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* ''VideoGame/TonyHawksProSkater'' ''[[VideoGameRemake 1+2]]'', in addition to showing off some of the unlockable deck art, has loading screen tips that run the gamut from genuinely helpful gameplay advice to general trivia, snark, developer in-jokes, and even a bit of NightmareFuel.
-->'''If you're reading this, you've been in a coma for almost 20 years now; we're trying a new technique. We don't know where this message will end up in your dream, but we're hoping we get through. Please wake up! We miss you.
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Bandai Namco publishes all Japanese-developed Dragon Ball games, so patent rights wouldn't be an issue.


** The Playstation version of ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'' and ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'' had messages such as "connecting to satellite" and "transfering funds", ending with "prepare for battle".

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** The Playstation UsefulNotes/PlayStation version of ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'' and ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'' had messages such as "connecting to satellite" and "transfering funds", ending with "prepare for battle".



* In the Dreamcast Version of ''VideoGame/SonicAdventure'', the cutscenes played while the next part loaded.

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* In the Dreamcast Version UsefulNotes/SegaDreamcast version of ''VideoGame/SonicAdventure'', the cutscenes played while the next part loaded.



* In the UsefulNotes/NintendoWii and UsefulNotes/PlayStation2 versions of ''VideoGame/TheForceUnleashed'', the loading screen for each level is a cockpit view through hyperspace, ostensibly what the characters see as they fly to their next destination.

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* In the UsefulNotes/NintendoWii UsefulNotes/{{Wii}} and UsefulNotes/PlayStation2 versions of ''VideoGame/TheForceUnleashed'', the loading screen for each level is a cockpit view through hyperspace, ostensibly what the characters see as they fly to their next destination.



* The ''VideoGame/DragonBallZBudokaiTenkaichi'' series (aka ''Dragon Ball Sparking''), and by association ''Dragon Ball: Raging Blast'', all have mini-games to play during the load screens. The mini game is even multi-player in VS modes! However, in ''Budokai Tenkaichi 3'', they had removed the mini-games (which returned in ''Raging Blast'') to appease a lawsuit regarding the patented use of mini-games on loading screens from aforementioned Namco, replacing them with a much more simple button mashing game both players can participate in.

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* The ''VideoGame/DragonBallZBudokaiTenkaichi'' series (aka (a.k.a. ''Dragon Ball Sparking''), Z: Sparking!''), and by association ''Dragon Ball: Raging Blast'', ''VideoGame/DragonBallRagingBlast'', all have mini-games to play during the load screens. The mini game is even multi-player in VS modes! However, in ''Budokai Tenkaichi 3'', they had removed the mini-games (which returned in ''Raging Blast'') to appease a lawsuit regarding the patented use of mini-games on loading screens from aforementioned Namco, replacing them were replaced with a much more simple button mashing game both players can participate in.



* ''Onichanbara Bikini Samurai Squad'' has a mini game where you control Aya and slash a bunch of crude zombies.

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* ''Onichanbara Bikini Samurai Squad'' has a mini game mini-game where you control Aya and slash a bunch of crude zombies.
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* One of the more pointless changes made to the English translation of the original ''VideoGame/{{Persona}}'' was adding an unattractive loading screen to the US version of the game. Even more irritatingly, it'd show up for the many, many brief load times in the game, so sometimes it'd flash up just long enough to be disruptive, without actually distracting from any meaningful load time.

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* One of the more pointless changes made to the English translation of the original ''VideoGame/{{Persona}}'' ''VideoGame/{{Persona 1}}'' was adding an unattractive loading screen to the US version of the game. Even more irritatingly, it'd show up for the many, many brief load times in the game, so sometimes it'd flash up just long enough to be disruptive, without actually distracting from any meaningful load time.
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aaaaaaaa these need to be split into their own examples


* Older games might actually tell you what they were loading. ''VideoGame/TheSims'' and some of the ''VideoGame/SimCity'' games spoofed this by including ridiculous actions such as "hyper-activating children" and the ever popular "reticulating splines." More realistic in ''[=SimCopter=]'', where the stuff that you see during the loading screen is probably close to what's done when preparing a helicopter for a flight.
** ''VideoGame/{{Spore}}'' does this as well ("disinfecting germ cells...", "reticulating [[{{Pun}} spines]]"), so much that it's fun to see when it's saying what it's loading and when it's a joke. It also shows a "You may encounter" list of cells/creatures/buildings/tribes/vehicles/spaceships/etc. at the bottom of the screen.
** So does ''VideoGame/WorldOfGoo'' on startup, listing its status variously as [-placating publishers...-] [-arguing games as art...-] [-testing ozone...-]
** This also shows up in ''VideoGame/TheImpossibleQuiz 2'', which even includes the "reticulating splines" message. This is immediately followed by a message saying "Stealing loading messages from ''The Sims''..."
** This is also seen in VideoGame/DontStarve, where the loading screen has messages like, "reticulating pines", "generating spiders", "inserting Wilson's beard", and "framing a keen sense of despair"
** ''VideoGame/BookwormAdventures'' does this too: ''Dividing by 0...'', ''Not crashing...'', ''Crying over spilled milk...'', ''Generating Lex's voice...'', ''[[TheCakeIsALie Lying about cake...]]''
** Also mocked by ''Webcomic/{{Homestuck}}'', as shown below.
** Before version 13 (current), ''VideoGame/GarrysMod'' had phrases for what it's actually doing during a load screen, but if it takes more than a few seconds to load something it'll start showing nonsense like [[Memes/ValveSoftware "Breaking update" or "Delaying Episode 3"]].
** Many games using the Source engine has the ability to display a loading screen, and a loading bar with the actual loading messages for debugging purposes. Garry's Mod's load screen can get a little confusing because sometimes it echoes the actual loading message, and other times it shows nonsense. However, the real loading message is also helpful in showing why it's taking so long (it may be downloading a multi-megabyte custom map with several custom models and sounds from a congested server if you're playing online, for example).
** The Creator/LucasArts game ''VideoGame/{{Afterlife}}'' does it as well ("Love is: never having to say XX% loaded...").
** Certain Facebook games do this as well, two examples being Zoo World 2 ([[IncrediblyLamePun making the cheetahs honest, tocking the ticks]]) and Cat Rescue (stalking a mouse).
** Some games running on ''VideoGame/QuakeIIIArena'''s engine do this for multiplayer as well - later games in the VideoGame/DarkForcesSaga for instance say they are loading various items and whatnot, ending by loading data from each player currently in the server before finally initializing the map.
** ''VideoGame/KerbalSpaceProgram'' has "Patching Conics..."
** ''VideoGame/{{Banished}}'' says things like "Putting clouds in the sky", "Pollinating flowers", and "Avoiding a tornado" while generating the game world.
** The UsefulNotes/{{OUYA}} game console does this while installing patches.
** ''{{VideoGame/Terraria}}'' does this during world generation to include items to let you know which part of the generation process it's on like "Putting dirt in the rocks" which are dirt patches deep underground and "Putting rocks in the dirt" which are stone patches underground or on the surface. Notably, you can tell if the world will have Corruption with "Making the world evil" or Crimson with "Making the world bloody" (although the 1.3 update made even easier to tell it by making the progress bar either purple or red, respectively).
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* ''VideoGame/{{Tropico}} 6'', in addition to the usual minor gameplay tips, also features trivia on real world dictators, such as Saddam Hussein having used Whitney Houston's "I Will Always Love You" as a campaign jingle, or Stalin having a secret department tasked with collecting and analyzing samples of world leaders' feces.

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