Nintendo STOLE this game and got sued for $14,000,000

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Today, I want to tell you about a dark  chapter from Nintendo's history that very   few people have heard about. About how the  code behind Nintendo's biggest arcade hit,   Donkey Kong, was stolen from another developer.  About how Nintendo illegally produced thousands   of copies of the game. And about how Nintendo  got sued for ¥580 million because of it. Part 1: The shadow developer So, our story starts back in the early 1980s. For  decades, Nintendo had been one of Japan’s biggest   toy manufacturers, but in the early  70s the company began branching out   into the world of arcade games. The only  problem was that Nintendo didn’t have a   single programmer working at the company! So,  if you look at Nintendo’s early arcade games,   almost none of them were developed by Nintendo  themselves. Instead, Nintendo struck a deal with   a company called Ikegami Tsushinki. So, Ikegami  would build the hardware and write the code,   while Nintendo built the physical arcade  cabinets themselves and marketed the games. Now, nobody outside of Nintendo is 100% sure  which games Ikegami Tsushinki actually created   for Nintendo: part of the deal meant that  Ikegami never took any of the credit for the   games they created. However, if you look carefully  inside the code of the games Ikegami worked on,   you can often find little hints left by the  games' creators. Ikegami’s logo, for instance,   can be found hidden inside multiple arcade  games of the 1980s. And inside the original   ROM for Donkey Kong, you can find an even more  obvious clue: this message can be found inside: CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS  PROGRAM,WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN  044(244)2151 EXTENTION 304  SYSTEM DESIGN IKEGAMI CO. LIM. That’s right! Within the code for Donkey Kong,  there’s a message offering a job to anyone   who managed to get inside the game’s data. And  written right there is the name of the developer:   Ikegami. But before we get to Donkey  Kong, we need to talk about another   really important arcade game, Radar Scope.  Now, Radar Scope is nowadays best known as   the game that got turned into Donkey Kong,  but when it was released in Japan in 1980,   Radar Scope was actually quite a hit! It too was  developed by Ikegami Tsushinki: they built the   game’s motherboard and all the hardware the game  needed to run, they programmed all the code too.   In fact, it’s even rumoured that  Ikegami Tsushinki actually came   up with the idea of the game in the first place -  not Nintendo - but that’s probably just a rumour. Now, this next part of the story is probably  a little more familiar. Nintendo at the   time were just branching out into the United  States, and seeing the success of Radar Scope,   they placed an order of 3000 units of the game  which Ikegami duly manufactured and sent over to   America. The only problem? Nobody in America liked  the game. Nintendo of America managed to shift   1000 units - just about - but this still left them  with 2000 highly advanced and highly expensive   arcade cabinets just sitting in their warehouse.  With the company’s future under threat, Nintendo   of America’s president Minoru Arakawa asked his  father in law, and president of Nintendo of Japan   - Hiroshi Yamauchi - to have a new game developed  that could run on those 2000 arcade machines. Yamauchi asked a relatively new designer at  the company, Shigeru Miyamoto, to come up with   the game that Nintendo of America had requested.  Miyamoto had no technical skills when it came to   arcade games, but he drew up hundreds of detailed  sketches and plans for the game which would   soon become Donkey Kong. Then, he sent all  of those details off to Ikegami Tsushinki,   where a team of 6 developers brought his idea  to life over the course of 3 months. After all,   Ikegami Tsushinki had designed Radar Scope’s  hardware, so they were likely the only ones who   knew it well enough to retrofit a brand new game  onto hardware which was never designed for it! Now, those 6 developers' names are actually  known, so let me read them to you now. There   were 4 programmers: Hirohisa Komanome, Minoru  Iinuma, Mitsuhiro Nishida and Yasuhiro Murata.   And then, two more developers worked on the  ROM itself: Shigeru Kudo and Kenzo Sekiguchi.   Those 6 developers are the  forgotten creators of Donkey Kong,   perhaps the most important arcade game ever. And  for their work on the game, Ikegami was paid 10   million yen, just under three hundred  thousand US dollars, adjusted for inflation.   The contract between the companies stated that  Nintendo wasn't allowed to produce copies of   the game themselves, nor were they allowed  to authorise any other company to do so. Now, Ikegami Tsushinki created 2000 conversion  kits which could be used to convert a Radar Scope   arcade machine into one that could play  Donkey Kong. Nintendo themselves created   2000 stickers which could be stuck over  all the branding for Radar Scope. And then,   the 3 employees working at Nintendo of America  were tasked with converting those 2000 cabinets   into the game by hand, one by one. And so, Nintendo were quite pleased, you can  imagine, when Donkey Kong went on to become a   hit in America. Actually, it was more than a hit,  it was a phenomenon. So popular was Nintendo’s   new arcade game that Nintendo immediately  ordered around 8000 more units of Donkey Kong   from Ikegami Tsushinki. Nintendo’s contract gave  Ikegami exclusive rights to manufacture Donkey   Kong hardware at the price of 70,000 yen per game,  about 1700 US dollars adjusted for inflation. However, it was at this point that  Nintendo committed their first of   two crimes. Presumably fed up with waiting  for Ikegami to produce more arcade machines,   or perhaps not wanting to pay the fees demanded  by the company, Nintendo began illegally copying   the ROMs produced by Ikegami Tsushinki, and  producing more Donkey Kong hardware themselves.   That way, they could ship this hardware to  America and sell more Donkey Kong arcade machines   without any involvement from the game’s developer,  Ikegami. Nintendo ended up producing about   80,000 Donkey Kong arcade machines this way, which  utterly dwarfs the 8000 machines they ordered   legitimately! Now obviously, this completely  went against the terms of Nintendo’s contract   with Ikegami Tsushinki, especially since Ikegami  believed that they owned the rights to Donkey   Kong’s ROM, not Nintendo. We’ll get to more  details on that later. But, here’s the thing:   it wasn’t actually this first crime, this illegal  production of 80,000 Donkey Kong machines,   that got Nintendo in legal trouble. No,  their real problem only came 1 year later. Part 2: The sequel So, with Donkey Kong a huge hit in the US, the  obvious next move for Nintendo was to produce a   sequel. Again, Nintendo’s president Hiroshi  Yamauchi asked Shigeru Miyamoto to design this   game, which Miyamoto was delighted about. So many  of Miyamoto’s ideas for the original Donkey Kong   arcade game had been cut to get the game done  in time, but now he had a chance to use some of   those ideas! The basic plan for this new Donkey  Kong game was to reverse the roles - this time   Mario would be the enemy, not the hero. At first,  Miyamoto wanted to have Donkey Kong as the player   character, but Donkey Kong was too big to move  around on screen - he would fill most of it - so   Miyamoto instead created a new character to fill  this role: Donkey Kong Jr, the game’s namesake. Now, by this point, Nintendo had started  hiring more game development staff,   like programmers. And so, instead of having  Ikegami Tsushinki develop the game and giving   them exclusive rights to sell it to Nintendo,  this time Nintendo would develop Donkey Kong Jr   in house. And, that was fine! There was no  reason Nintendo couldn’t do that. However,   since Donkey Kong Jr was going to re-use a lot of  the basic gameplay of the original Donkey Kong,   Nintendo figured: why should their in-house  programmers have to build the sequel from   scratch? Instead, Nintendo wanted to re-use the  code that Ikegami Tsushinki had written for the   game. But Nintendo didn’t ask Ikegami Tsushinki  for that code. They didn’t draw up some agreement   between the two companies. Instead, Nintendo went  behind Ikegami’s back. They hired a different   company called Iwasaki Giken, to reverse engineer  Donkey Kong’s source code based on the ROMs that   Ikegami Tsushinki had produced for Nintendo. Now,  Nintendo did not legally own that source code.   It was the property of Ikegami. But secretly,  Nintendo used that reverse-engineered code   as the basis for their sequel, Donkey Kong Jr.  An estimated 66.3% of Donkey Kong Jr.’s source   code is identical to the code written by Ikegami  Tsushinki. About ⅔ of the game was plagiarised.   And when Ikegami found out, they were not  pleased. And so began the legal troubles. Part 3: The lawsuit So, in 1983, Ikegami Tsushinki filed a lawsuit  against Nintendo for copyright infringement   to the tune of 580 million yen - about 14 million  US dollars adjusted for inflation. The suit   encompassed both Nintendo’s illegal production  of those 80,000 Donkey Kong arcade machines,   alongside the use of Ikegami’s code in Donkey  Kong Jr. So, who was in the right? Well, the   deal between the two companies never specified who  the copyright owner of the code was - at the time,   computer code wasn’t even protected under Japanese  copyright law. So, this made things pretty murky. Nintendo president Hiroshi Yamauchi made the  following statement at the time: “[This lawsuit]   is hard to understand. When we developed "Donkey  Kong" which was put on the market in 1981, we   outsourced the development of software to Ikegami  Tsushinki. We paid for it and it was all over." "Since "Donkey Kong" sold explosively  mainly in the American market,   it is presumed that they filed their  suit under the advice of lawyers.” And so, this 1983 lawsuit continued on for the  next 7 years. In those 7 years, Ikegami Tsushinki   left the video game industry entirely, moving  their focus to medical equipment instead. In   1989 - 6 years later - Japan’s copyright law was  revised, and computer code became copyrightable.   And one year later, in 1990, it was decided  in court that Ikegami was the legal owners   of Donkey Kong’s source code. Nintendo owned the  characters, the gameplay, the idea of the game,   the name Donkey Kong even, but Ikegami owned  that original code. And, that same year,   Nintendo and Ikegami struck a deal out of court.  The details of that deal were never made public,   but a large sum of money almost  certainly changed hands in 1990. Which may have had an interesting effect. Because,  2 years after Donkey Kong appeared in arcades,   Nintendo themselves ported the game to their new  home console, the NES. And, since that port was   done by Nintendo themselves, they wrote the  code from scratch and they owned that code.   And every time that Donkey Kong has  been rereleased by Nintendo since then,   it’s always been the NES  version, not the arcade version. In fact, over the last 40 years, there have  only been two exceptions to that rule: In 2018,   the game ARCADE ARCHIVES Donkey Kong was released,  a faithful port of the original Donkey Kong arcade   game. And 1999, Donkey Kong 64 came out, also  featuring the full original arcade version of   Donkey Kong. For years, it was believed that the  game’s developers, Rare, must have snuck this game   past Nintendo without them noticing. But according  to Mark Stevenson, a developer on the game, Rare   just, uh, asked Nintendo. And they said yes. So  perhaps the Ikegami Tsushinki saga wasn’t the real   reason Nintendo never re-released Donkey Kong’s  arcade version. Perhaps they just didn’t want to. But either way, now you know the truth - Nintendo,  specifically Shigeru Miyamoto, was of course   instrumental in the creation of Donkey Kong. The  whole game was Miyamoto’s idea from the start,   and he planned out every last detail  of what would become Donkey Kong. But   there’s another side to the story. Those  six developers from Ikegami Tsushinki,   the company that Nintendo betrayed. And  I think those six developers deserve to   be remembered for their part in creating  the world’s most influential arcade game. Hey, thanks for watching to the end! This was a  really interesting story to research - some of   the details are really hard to find information  about. Anyway, I will see you next week! Adios!
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Channel: Thomas Game Docs
Views: 500,038
Rating: undefined out of 5
Keywords: Thomas Game Docs, gaming, Nintendo, Mario, Donkey Kong
Id: 9qYuPOC9Xww
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Length: 14min 35sec (875 seconds)
Published: Sun Feb 20 2022
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