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Atari Sub-Sub-Contractor Used ScummVM For Wii Game

MBCook writes "In several recent releases, it seems that Atari published games for the Wii based on ScummVM, which was released under the GPL. Atari contracted Majesco, who contracted a company named Mistic Software with offices in the Ukraine. When the fact that the GPL was being violated was brought to Atari's attention, they were kind at first until it was discovered that Nintendo doesn't allow open source software to be used with the Wii SDK, so updated documentation mentioning the GPL wasn't an available solution. So, what happens to the games? 'There is a period of time in which all current copies have to be sold. Any copies beyond this period or any reprints get fined with quite high fine for each new/remaining copy. The remaining stock has to be destoryed [sic].' Atari and Majesco seem to have been very cooperative about this whole thing, but had their hands tied by the agreement with Nintendo."

3 of 313 comments (clear)

  1. GPL Grey Area by Adrian+Lopez · · Score: 1, Offtopic

    Considering SCUMM is a virtual machine, wouldn't the files being interpreted by SCUMM be considered data rather than code? I'm not aware of any terms in the GPL which require the authors of a data file that's read by GPL'd software to release that data under the terms of the GPL.

    --
    "In prison you just have to shut your eyes and take it. Here you have to shut your eyes and give it."
  2. paul524 by paul524 · · Score: -1, Offtopic

    He might not be a household name, but Shigeru Miyamoto is one of the past century's most successful artists and, undisputedly, the video game industry's most respected designer. The father of Mario and countless other gaming icons, Miyamoto's genius is stamped on every product he touches. Miyamoto, 56, is the creative force behind many of the world's most popular video games. Nintendo has sold hundreds of millions of Miyamoto-designed games worth billions of dollars. His masterpieces Super Mario 64 and The Legend Of Zelda: Ocarina Of Time are often cited as the best games ever made, and his more recent products have proved pivotal in the astonishing success of Nintendo's Wii and DS platforms. Just a few years ago, critics claimed Miyamoto was out of touch with the industry he helped create. After joining Nintendo in 1977 and designing the arcade smash Donkey Kong just a few years later, Miyamoto enjoyed a string of hits, including Super Mario Bros, The Legend of Zelda and Star Fox. But as the designer entered his 50s and Nintendo's share of the ever-growing interactive entertainment industry began to wane at the expense of Sony's trendsetting PlayStation, Miyamoto was often berated for refusing to grow up. In recent years the rest of the industry has chased the holy grail of photo-realism and explored increasingly violent and mature content typified by the Grand Theft Auto series. But, like a Japanese Peter Pan, Miyamoto refused to follow suit and continued to produce abstract, childlike cartoon worlds. In the last console generation, Nintendo's GameCube was outsold dramatically by the PlayStation 2 and even the brash newcomer, Xbox. Nintendo's future became increasingly uncertain and it seemed that Miyamoto and his beloved company were becoming anachronisms in a rapidly changing and maturing industry now suddenly more focused on adults than children. Yet today Nintendo is again the industry leader. Miyamoto and his president, Satoru Iwata, have orchestrated an astonishing comeback by producing incredibly novel experiences such as Nintendogs, Brain Training, Wii Fit and Wii Sports, as well as clever updates of more traditional Nintendo fare such as New Super Mario Bros., Mario Kart and Super Mario Galaxy. Nintendo has now sold more than 50 million Wii consoles and in excess of 100 million DS handhelds, capturing the public's attention with their novel control schemes and vibrant software. Crucially, Nintendo has been able to capture an extremely wide and diverse audience, including those who previously seemed immune to video gaming's charms, such as young girls (Nintendogs), middle-aged housewives (Wii Fit) and even senior citizens (Brain Training and Wii Sports). Ad Feedback At the recent Electronic Entertainment Expo in Los Angeles, The Age questioned Miyamoto about whether he felt vindicated by Nintendo's recent success after being so regularly criticised for making "childish" games. But the softly spoken Miyamoto said through an interpreter: "I think the criticism (that) the things that I was creating were childish was really more of a PR strategy that other companies may have used. "I don't think what I was creating was childish at all. I just make things that are very positive and bright. I think that creating something for children is different than creating something that has a bright and positive attitude." Anyone who has sampled a Miyamoto game will undoubtedly agree that their visuals and instant accessibility often belie his games' rich depth and challenge. Miyamoto says Nintendo's success has not come through any particular focus on a specific audience, such as older players or women. "What we have always been saying is that we are focused on a really broad audience and we're trying to make games that appeal to everyone." It is not a strategy Nintendo stumbled upon by chance or in desperation. In an interview with The Age at E3 2004, Miyamoto did not hide his disdain for the products his industry typically spat out. "In the realm of entertainment, you need innovation. "There's this habit of s

  3. Re:I hope the wrong lesson isn't drawn... by Anonymous Coward · · Score: -1, Offtopic

    Here's an example of someone who never learns from past mistakes:

    http://www.reuters.com/article/GCA-Housing/idUSTRE55L39120090622