Almost Something on Game Rentals and Instruction Manuals

In a 12-minute video on Youtube, the channel Almost Something discusses Nintendo’s lawsuit against Blockbuster Video over photocopying game manuals. First off, here it is:

The lawsuit was really about Nintendo trying to stamp out the game rental business in the US, which they were largely successful at in Japan. Cartridge manufacturers were genuinely frightened of rentals cutting into their profits, and resorted to measures like increasing the difficulty of games in the US market to prevent players from completing games on a single rental and losing out on sales. Howard Lincoln of Nintendo of America called game rental “…nothing less than commercial rape.” While the Software Publishers Alliance (SPA) managed to get legislation passed that outlawed the rental of computer software, video games were separately defined and rental allowed to continue.

They sought out any legal means they could to make game rentals less attractive. Manuals were one way to do this. While rental stores couldn’t easily copy the games in order rent our more copies, it was fairly easy to make a good-enough reproduction of a manual using a copy machine. Nintendo sued Blockbuster over the practice, which was eventually settled out of court, but Blockbuster sent a letter to the four stores they had who were accused of the practice telling them to stop.

If you were around at that time, you might remember that for a time rented games would sometimes come with their own small makeshift manuals, sometimes taking the form of an adhesive sheet stuck to the plastic case. It seems these were a small industry that saw the lack of durable instructions provided with games as a little economic niche they could take advantage of.

The lack of manuals supplied with games may have been the reason for a weird quirk on one of Nintendo’s games. The game Startropics has one infamous place where the game asks the player to enter a code from materials supplied with the game. There was a sheet of paper that came with boxed retail copies of the game, an Infocom-style “feelie,” that if soaked in water revealed a code (747) that had to be entered into the game at one point to continue. The code wasn’t revealed anywhere in the game, so players without the sheet couldn’t progress.

The sheet, with the code revealed. (Image from imgur.) The code is discussed in more detail on gaming.stackexchange.com.

Interestingly, while the WiiU Virtual Console version of Startropics has an online manual that reveals the code, the Switch online version has no manual, and leaves players stranded there unless they look up the answer online.

Nintendo Files 31 Patents for Tears of the Kingdom Features

Revealed by Amber V at Automaton, Nintendo has gone on a spree of filing patents on features of The Legend of Zelda: Tears of the Kingdom.

Some of the software they’re trying to add the force of law to protecting include adding momentum of an object to a character standing atop it, figuring out what object the character is standing on, and showing a map of a place the player is fast traveling to during its loading sequence. What is it with companies patenting things that can be done during loading? Namco for a long time had a patent on minigames that could be played during loading periods, which is why for a long while (perhaps to this day) you have had to sit and wait for a game to complete loading before doing anything, instead of at least having fun during that time.

If Nintendo has its way, other companies won’t be allow to present screens like this unless they license the “technology” from them.

My stance, long-held and admittedly strident, is that patents should not be applied to software, ever, full stop. I am sure that some people might disagree with that opinion. They are welcome to, but I am unlikely to change their mind without a damn good argument.

Nintendo registers numerous new patents from Tears of the Kingdom, even for loading screens (automation-media.com)

Ars Technica: The Actor Who Claims to Have Co-Created Mortal Kombat

Image from the article at Ars Technica. The classic ninja of Mortal Kombat were played by Dan Pesina.

Blogfriend David Craddock has an article up at Ars Technica about the drama that went down back in the days when Mortal Kombat was a big hit of the arcade scene, and people schemed to make careers off of it. Even though it took in a lot of quarters pretty quickly and spawned several arcade sequels, it wasn’t the institution it was today. When it hit it big, the actors whose digital likenesses appeared in the game sued for royalties not received due to the sale of home versions of Mortal Kombat on the SNES and Genesis.

It’s an excellent article. David really did his research on this one! The end result is, most of the actors settled, but one, Dan Pesina, still claims to this day to have “co-created” the game, which seems ludicrous. It seems to me weird to keep at that in this era, with Midway long gone and the rights having moved to Warner Bros., but then, I have no stake in the matter? Ah well.

Ars Technica: The actor who claims he co-created Mortal Kombat. Also consider David’s book on the history of Mortal Kombat, available now on Amazon!