Patent InfringementIP

From $400 Million Lawsuit to Settlement: A Complete Look at Japan's “Pretty Derby” Patent Case

40亿索赔到和解结案,日本《赛马娘》专利案全回顾

January 7, 2026
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Summary

In 2023, Konami sued Cygames, seeking 4 billion yen in damages and an injunction, alleging that the game’s core “training system” infringed 18 Konami patents developed through franchises such as Power Pros and Tokimeki Memorial, particularly the support-card-based event triggering system. Cygames countered by filing invalidation requests with the Japan Patent Office, turning the case into a full-scale patent battle. In November 2025, the parties reached a confidential settlement and withdrew all legal actions, leaving the courts without rulings on patent validity or infringement. As a result, the unresolved question of whether game mechanics can be monopolized by patents remains, while Konami’s patent portfolio continues to exert strong deterrent effects across the Japanese game industry, potentially chilling future innovation.

Cygames' Pretty Derby (hereafter referred to as Pretty Derby), launched in February 2021, quickly became a phenomenon in the Japanese and global mobile gaming markets. Meanwhile, Konami, a veteran in Japan's gaming industry, not only holds globally renowned IPs like Metal Gear and Silent Hill but also possesses decades of R&D experience and extensive patent accumulation in sports simulation and dating simulation games, particularly its Power Pros series and Tokimeki Memorial series.

In March 2023, Konami formally filed a lawsuit with the Tokyo District Court, alleging that Pretty Derby infringed upon its patents. This legal dispute lasted approximately 20 months before concluding in November 2025 with both parties reaching an “amicable settlement.” The core of this lawsuit did not revolve around plagiarism of character designs or art styles, but directly targeted patents for the “game systems and programs” at the heart of gameplay mechanics. This case was not merely a commercial dispute involving claims of 4 billion yen, but evolved into a prototypical legal battle over whether “game mechanics can be monopolized by patents” and how large corporations employ “patent deterrence and countermeasures.”

PART 1

Litigation Initiated:KONAMI's ¥4 Billion Claim and Injunction Request

Although Konami's lawsuit was filed with the Tokyo District Court on March 31, 2023, this information only became public in May 2023. The complaint was formally served to Cygames on May 10, 2023. On May 17, 2023, Cygames' parent company CyberAgent, Inc. released an Investor Relations (IR) document titled “Notice of Lawsuit Filed Against Subsidiary,” formally disclosing this significant litigation to the public and market for the first time.

According to CyberAgent's official announcement, Konami raised two core legal claims in its complaint:

1. Damages: Konami demanded Cygames pay 4 billion yen (approximately $29 million at the exchange rate at the time, later reported estimates put it at $26 million), plus corresponding delay damages.

2. Injunction Request: Konami seeks a court order compelling Cygames to cease the “production, use, and provision via telecommunications lines” of the game Umamusume.

Should the court grant this injunction, it would spell catastrophic consequences for Umamusume—Cygames' flagship title—potentially forcing its shutdown. Konami's true objective likely isn't to commercially “strangle” Umamusume (which could provoke significant backlash from the industry and players). Instead, it aims to exert maximum legal pressure to force Cygames back to the negotiating table and accept Konami's licensing terms. This represents a classic “force a settlement through litigation” strategy.

Prior to the lawsuit, Cygames and Konami had engaged in prolonged “discussions” regarding “patent rights for certain aspects of the game system and programming” in Umamusume. However, negotiations ultimately broke down. Konami likely first demanded patent licensing from Cygames (i.e., payment of royalties), but Cygames refused based on legal or commercial judgments (e.g., believing it did not infringe, or that Konami's patents were invalid). After negotiations failed, Konami, as the patent holder, initiated litigation as a necessary escalation to protect its rights and exert pressure.

PART 2

Controversial Focus:

The 18 Patents Allegedly Infringed and the “Training System”

Konami explicitly states in the lawsuit that the game systems and programs of “Umamusume” infringe upon as many as 18 patents it holds. Although neither party has disclosed the complete list or specific details of these 18 patents, all public reports and industry analyses consistently point to the signature core gameplay of ‘Umamusume’—the “Training System.” Industry consensus suggests these patents are closely related to Konami's flagship IPs: the “Success Mode” from the Pro Baseball Power series and the character cultivation systems in the Tokimeki Memorial series. Multiple public reports also identify a key patent as Japanese Patent No. 5814300 (Patent Title: “Game Management Device and Program”). Claim 1 of this patent describes a game management device and its program, whose core mechanism comprises two key components:

1. Setting Means: Allows users to select at least one character from their roster as the “First Character for Event Generation” (イベント発生用の第1キャラクタ).

2. Event Management Means: The device possesses a function to generate “specific events” (特定のイベント) within the game based on the “First Character” set by the preceding “Setting Means,” or combinations of multiple “First Characters.”

Comparing this patent claim with the actual gameplay mechanics of “Umamusume,” Konami's logic for infringement allegations becomes apparent. The core of Umamusume's “training” mode involves players selecting and configuring a set of “support cards” from their card pool when beginning to train a specific Umamusume. This precisely matches the “setting means” described in Patent 5814300—selecting and setting the “first character” from owned characters. The specific combinations of “support cards” configured by players can (based on probability) trigger specific random events, exclusive dialogue sequences, provide different training bonuses, or directly grant the character new skills. This precisely corresponds to the patent's “event management means”—generating specific events within the game based on the configured “Primary Character” combination. Thus, Konami's core argument asserts that the underlying program architecture and event-triggering logic of Cygames' “Support Card System” in Umamusume replicates Konami's patented “Event Management System.”

As a direct countermeasure to Konami's lawsuit, Cygames announced it has filed “invalidation trial requests” (無効審判を請求) with the Japan Patent Office (JPO) targeting all 18 patents cited in Konami's lawsuit. Cygames' intent with this move is to demonstrate to the court and Konami that these 18 patents (including the pivotal Patent No. 5814300) may have lacked novelty or inventive step at the time of application.

Although the case ultimately concluded with a confidential settlement, preventing substantive rulings from the court and the Patent Office, the dispute left publicly accessible records within the judicial and administrative systems throughout its 20-month duration.

On November 7, 2025, Cygames and its parent company CyberAgent, along with Konami, each issued announcements declaring that the parties had reached an “amicable settlement” regarding the patent infringement lawsuit over “Umamusume” and related invalidation trial requests. Under the settlement agreement, all legal actions by both parties were simultaneously terminated: Konami withdrew all five lawsuits filed in the Tokyo District Court; in response, Cygames also withdrew all 18 patent invalidation requests filed with the Japan Patent Office. Both parties explicitly emphasized in their announcements that, pursuant to the “confidentiality obligations” signed by both sides, the specific terms of the settlement—particularly any potential financial terms such as settlement amounts or licensing fees—would not be disclosed.

PART 3

An Unresolved Legal Question

As the case ultimately concluded with a confidential settlement, Konami withdrew its lawsuit and Cygames withdrew its request for invalidation. This means the Tokyo District Court and the Japan Patent Office never issued a public substantive ruling on the core legal dispute in this case:

1. Are Konami's patents related to “development systems” (e.g., Patent No. 5814300) truly valid? Can they withstand challenges for invalidation?

2. Does the “support card” system in Umamusume constitute legal infringement of the aforementioned patents?

This unresolved legal issue means Konami's 18 patents retain significant legal deterrence within Japan's gaming industry.

1. The Shadow of “Game Mechanics” Patents: The emergence and resolution of this case underscores an industry-wide reality: “game mechanics” (or more precisely, the systems, program architectures, and algorithms implementing specific game mechanics) can be patented and leveraged by patent holders to initiate costly litigation.

2. Chilling Effect: Konami's patent portfolio has emerged from this battle with its deterrent power not diminished, but amplified. Moving forward, other game developers—regardless of size—will need to assess the legal risks posed by Konami's patent portfolio before designing any similar systems involving “character progression” or “support cards triggering random events.” This could stifle gameplay innovation or, more likely, compel newcomers to proactively seek patent licenses from Konami, thereby further cementing Konami's market dominance in specific game mechanics domains.

中文原文

Cygames公司于2021年2月推出的《赛马娘Pretty Derby》(以下简称《赛马娘》),迅速成为日本乃至全球移动游戏市场的现象级产品。与此同时,Konami作为日本游戏行业的资深企业,不仅手握《合金装备》和《寂静岭》等全球知名IP ,更在体育模拟和恋爱养成游戏领域拥有数十年的研发经验和深厚的专利积累,特别是其《实况力量棒球》(Power Pros)系列和《心跳回忆》(Tokimeki Memorial)系列 。

2023年3月,Konami正式向东京地方法院提起诉讼,指控《赛马娘》侵犯了其专利权 。这场法律纠纷持续了约20个月,最终在2025年11月以双方达成“友好和解”的方式宣告结束。此次诉讼的核心并非角色设计或美术风格的抄袭,而是直指游戏核心玩法的“游戏系统和程序”专利 。本案不仅是一场索赔额高达40亿日元的商业纠纷,更演变为一场围绕“游戏机制是否可以被专利垄断”以及大型企业间如何运用“专利威慑与反制”的典型法律攻防战。

PART 1

诉讼启动:

KONAMI 的40亿日元索赔与禁令请求

尽管Konami的诉讼于2023年3月31日已向东京地方法院提起 ,但该信息直到2023年5月才被公众所知。诉状于2023年5月10日正式送达Cygames。2023年5月17日,Cygames的母公司 CyberAgent, Inc. 发布了一份题为《关于针对本公司子公司的诉讼的通知》(Notice of Lawsuit Filed Against Subsidiary)的投资者关系(IR)文件,首次向公众和市场正式披露了这一重大诉讼。

根据CyberAgent的官方公告,Konami在诉状中提出了两项核心法律主张 : 

1.损害赔偿(Damages): Konami要求 Cygames 赔偿40亿日元(按当时汇率约合2900万美元 ,后有报道估算为2600万美元 ),并附加相应的延迟损害金。   

2.禁令请求(Injunction): Konami请求法院发布禁令,要求Cygames停止《赛马娘》的“生产、使用,以及通过电信线路提供”该游戏。   

一旦法院支持禁令,意味着《赛马娘》这款Cygames的旗舰产品将面临被迫停止运营的灾难性后果。Konami此举的真正目的,很可能并非意图在商业上彻底“扼杀”《赛马娘》(这可能引发行业和玩家的巨大反弹),而是通过施加最大的法律压力,迫使Cygames重回谈判桌,接受Konami提出的许可条件。这是一种典型的“以战逼和”的诉讼策略。 

在诉讼之前,Cygames和Konami已就《赛马娘》“游戏系统和程序的某些部分的专利权”进行了长时间的“讨论”。然而谈判最终以破裂告终,Konami很可能首先向Cygames提出了专利许可的要求(即支付专利费),但Cygames基于法律或商业判断(例如,认为自身不构成侵权,或Konami的专利本身无效)拒绝了该要求。在谈判途径失效后,Konami作为专利权人,启动诉讼是其维护自身权益和施加压力的必然升级手段。


PART 2

争议焦点:

被指控侵权的18项专利与“育成系统”
Konami在诉讼中明确指出,《赛马娘》的游戏系统和程序侵犯了其所拥有的多达18项专利。尽管双方均未公开18项专利的完整清单和具体内容,但所有公开报道和行业分析均一致指向《赛马娘》标志性的核心玩法——“育成系统”。行业普遍推测,这些专利与Konami的王牌IP《实况力量棒球》系列中的“成功模式”(Success Mode)以及《心跳回忆》系列中的角色培养系统高度相关。多方公开报道同时指出,一项关键专利是日本特许第5814300号(专利名称:“ゲーム管理装置及びプログラム”,即“游戏管理装置及程序”)。该专利的“请求项1” (Claim 1) 描述了一种游戏管理装置及其程序,其核心机制包括两个关键部分:  

1.设定手段(Setting Means): 允许用户从其拥有的多个角色中,选择至少一个角色作为“用于生成事件的第1角色”(イベント発生用の第1キャラクタ)进行设定 。   

2.事件管理手段(Event Management Means): 该装置具备一个功能,即根据前一步“设定手段”所设定的“第1角色”,或者多个“第1角色”的组合,在游戏中生成“特定的事件”(特定のイベント)。   

将这一专利权利要求与《赛马娘》的实际玩法进行对比,Konami的侵权指控逻辑便浮出水面。《赛马娘》的“育成”模式的核心,是玩家在开始育成一名赛马娘时,需要从自己的卡池中选择并配置一组“支援卡”。这完全符合专利5814300中的“设定手段”——即从拥有的角色中选择并设定“第1角色”。玩家所配置的这些特定“支援卡”组合,会(根据概率)触发特定的随机事件、专属的剧情对话、提供不同的训练加成或直接赋予角色新技能。这又精确地对应了专利中的“事件管理手段”——即根据设定的“第1角色”组合,在游戏中“生成特定的事件”。因此,Konami的核心论点是:Cygames在《赛马娘》中使用的“支援卡系统”的底层程序架构和事件触发逻辑,复制了Konami已经获得专利授权的“事件管理系统”

作为对Konami诉讼的直接反击,Cygames宣布,已针对Konami在诉讼中涉及的全部18项专利,向日本特许厅(JPO)提起了“无效审判请求”(無効審判を請求)。Cygames此举的意图是向法院和Konami证明,Konami用以起诉的这18项专利(包括关键的5814300号)在申请时就可能缺乏新颖性或创造性。   

尽管此案最终以保密和解告终,导致法院和特许厅未作出实质性判决,但在其长达20个月的存续期间,该纠纷已在司法和行政系统中留下了可供查询的公开记录。

2025年11月7日,Cygames及其母公司CyberAgent与Konami 分别发布公告,宣布双方已就《赛马娘》专利侵权诉讼及相关的无效审判请求,达成了“友好和解”。 根据和解协议,双方的法律行动同时终止:Konami撤回了在东京地方法院的全部5项诉讼;作为回应,Cygames也撤回了向日本特许厅提起的全部18项专利无效审判请求。双方均在公告中明确强调,根据双方签署的“保密义务”,和解的具体条款(尤其是任何潜在的财务条款,如和解金额或许可费用)将不会被披露。   


PART 3

一个未被解答的法律问题

由于案件最终以保密和解方式结束,Konami撤回了诉讼,Cygames撤回了无效审判请求。这意味着东京地方法院和日本特许厅从未就本案的核心法律争议点作出公开的实质性裁决:

1.Konami的“育成系统”相关专利(如特许第5814300号)是否真正有效?它们是否能经受住无效宣告的挑战?

2.《赛马娘》的“支援卡”系统是否构成了对上述专利的法律侵权?

这个悬而未决的法律问题,使得Konami的这18项专利在日本游戏行业中仍然保持着强大的法律威慑力。

1.“游戏机制”专利的阴影: 此案的发生和解决方式,向全行业强化了一个现实:即“游戏机制”(或更准确地说,实现特定游戏机制的系统、程序架构和算法)是可以被授予专利,并被专利权人用来发起高额诉讼的 。   

2.“寒蝉效应”: Konami的专利组合经此一役,其威慑力不减反增。未来,其他游戏开发商(无论大小)在设计任何类似的“角色养成”、“支援卡牌触发随机事件”的系统时,都将不得不先行评估Konami专利组合带来的法律风险。这可能会抑制玩法的创新,或者(更可能地)迫使后来者主动寻求与Konami的专利许可,从而进一步巩固了Konami在特定游戏机制领域的市场地位。

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