was partially caused by the overabundance of games, seen in this 2014 excavation of a landfill used in the
Atari video game burial. Until 1980, the
Atari VCS was the only major console on the market, with all games produced in-house, by
Atari, Inc. After several Atari employees left to found
Activision in 1979, Atari sued them for violating a
non-disclosure agreement, and attempted to prevent Activision from producing games for the Atari console. The court refused to grant an injunction against Activision, and the two companies settled out of court in 1982, leading to the first official third-party video games for the Atari VCS. Soon after, the United States saw the proliferation of
video game consoles, as well as many low-quality games produced by
third-party developers. In 1982, the number of Atari games on the market grew from under 100 to over 400 by the end of the year, and experts began to warn of an
oversupply. The number of games over-saturated the market, and was a factor that led to the
video game crash of 1983 in North America. Around this time,
Nintendo was planning to enter the North American console market by launching a version of its Japanese
Family Computer (Famicom) console. To differentiate the Famicom from failed consoles in America, Nintendo rebranded it as the Nintendo Entertainment System (NES) and its
cartridges as Game Paks, with a design reminiscent of a
VCR. To limit the flood of games that led to the 1983 crash as well as bootlegging problems seen in Asia, Nintendo created the proprietary
10NES system, a
lockout chip that would only allow the NES to play a cartridge with an authorized "key". Game developers were only authorized if they agreed to Nintendo's licensing terms, preventing any developer from releasing more than two games per year, and limiting "inappropriate" content such as religious themes or excessive violence. The strategy allowed Nintendo to avoid some of the mistakes of other consoles in the market, including the older
Atari 2600. By the end of the decade, it was estimated that Nintendo's products were in 15–20 million homes in America, or 30% of American households. Nintendo accounted for 80% of the video game market at an estimate $2.7 billion in sales per year, which was more than the market for all home computer software.
Reverse engineering , it needed to contain
Nintendo's proprietary
10NES chip. In 1986,
Atari Games formed a subsidiary called
Tengen to produce third-party games for the NES. Meanwhile, Atari also attempted to
reverse engineer the 10NES, which included monitoring communications between the console and cartridge chips, chemically peeling layers from the chip, and microscopically examining the code embodied in the chip's silicon. When Atari failed in their efforts, they negotiated to become an official Nintendo licensee in 1987. In addition to complying with the 10NES lockout system, Atari agreed to a standard term where their games would be exclusive to Nintendo for two years. However, Atari continued their efforts to decipher the 10NES. Both parties
motioned for a preliminary
injunction against the other, with Nintendo asking the trial court to stop Atari's infringement of the 10NES copyright, and Atari asking the court to stop Nintendo's misuse of that copyright to commit antitrust violations. == Ruling ==