Documentaries/Mais pourquoi Nintendo porte plainte contre tout le monde ?
Mais pourquoi Nintendo porte plainte contre tout le monde ?

Mais pourquoi Nintendo porte plainte contre tout le monde ?

TheGreatReview30 minJun 7, 2025
9 chapters
  • Sponsorship and Olie presentation(0'011'41)
    Olie is a beverage sold as a powder to dissolve in water, offering an eco-friendly alternative to traditional plastic packaging.
    Drastic reduction in plastic packaging and weight to transport, since 99% of regular Coca is water.
    • Sugar-free brand with three ranges: Hydration, Energy, and a third • One box produces approximately 100 glasses • Starter pack available with discount code TGR5
    Not to be consumed exclusively; the Energy range should not be given to children, like coffee.
  • Nintendo and its aggressive practices(1'414'12)
    Nintendo is the only video game studio whose founding father couldn't care less about video games, standing out as the reference family company.
    Nintendo has the most aggressive and ruthless legal team in the video game industry.
    • Shutdown of YouTube channels demonetized for 20 years of Metroid remixes • Cease-and-desist letters to creators of small non-commercial Pokémon games • Closure of modded Smash tournaments modified to allow remote play during Covid
    Website 'Sued by Nintendo' lists approximately 50 cases over the last 5 years, averaging 10 per year.
  • Comparison with other Japanese studios(4'125'26)
    Japanese culture and Japanese law systematically favor the rights holder regardless of the dispute.
    • Square Enix tolerates 15,000 mods for FF14 without action • Sega tolerates 10,000 fake Sonic games • Capcom tolerates 10,000 fake Mega Man games • None have attacked emulation like Nintendo
    Japanese studios are stricter than Western ones and shut down fan projects, but on a case-by-case basis and without Nintendo's aggressiveness.
    Nintendo stands out through unique aggressiveness with no identifiable cultural reason among its competitors.
  • The story of Atari and its decline(5'269'15)
    Atari controlled 80% of the console market at the time, with the Atari 2600 revolutionizing the industry by enabling the purchase of additional games.
    The Atari 2600 popularized the interchangeable cartridge model, creating the first successful home console and establishing Western home video game culture.
    • Massive daily parties at headquarters • Hot tubs in offices for meetings • Unique young and geeky environment for the 1970s • Steve Jobs and Bill Gates worked there before founding their empires
    The Atari 2600 continues to sell in greater quantities than the original Xbox, despite a 25-year gap and 10 times more players at the time of Xbox.
  • Atari-Activision conflict and legal loophole(9'1515'18)
    Atari developers create blockbuster games generating billions but receive a fixed salary of $2,000 per month with no profit sharing.
    Frustrated developers found Activision to prove that developers' creative vision matters more than the prestige of the Atari name.
    • Atari sues Activision for creating a game on its console • The judge finds there is no legal protection over the console • Activision wins the right to make independent games for Atari 2600 • No third-party company had ever dared do this before
    Activision's victory opens the floodgates; the following year, 17 new studios emerge, then 158 the year after.
  • The 1983 crash and its origins(15'1821'10)
    With the legal loophole open, inexperienced investors found 150 studios that simply copy successful games rather than innovate.
    • Game ideas are not protectable under law • Competitors can copy 99% of a game by slightly changing the character's appearance • Example: Blue Salamander escapes because it's not technically identical
    In 1983, children had a 90% chance of buying a shoddy clone instead of the real game; 14 out of 15 games on shelves were traps.
    • Consumers stop buying after 1 year of this situation • Stores return games by the pallet • Approximately a hundred studios collapse in succession • More than 3/4 of the industry loses its jobs • Atari dumps its inventory in the Nevada desert
  • Nintendo's strategic entry into the United States(21'1024'56)
    After the 1983 crash, video games are perceived as a scam in America; newspapers refuse advertising and stores no longer want consoles.
    • Nintendo creates R.O.B., a robot toy to justify the console's presence in stores • The NES is rebranded in the West to evoke a VHS or VCR player • In Japan, it's called Famicom (Family Computer) • The packaging prominently features the robot, the console hidden in small print
    The American NES is grey and dull with the cartridge slot hidden behind a panel, to avoid resembling the Atari 2600.
    Nintendo essentially enters by contraband, disguising its main product, which required absolute confidence in its game quality to convert children.
  • NES success and promise of quality control(24'5627'29)
    Children discover that NES games play perfectly without the R.O.B. robot; the game library becomes the source of success.
    • The NES resurrects Western video game industry • It sells twice as many copies as the Atari 2600 • It introduces 30 years of parents saying 'Turn off your Nintendo' at dinner • It creates iconic franchises: Mario, Zelda, Metroid and many others
    Nintendo promises strict oversight of all products: the 'Official Nintendo Seal of Quality' symbolizes that every game has been approved by the manufacturer.
    The seal reassures American consumers traumatized by 1983 by guaranteeing that every game has been checked, eliminating the risk of being scammed.
  • Origins of Nintendo's trauma and legacy(27'2930'27)
    Today's Nintendo executives (age 60) were young developers who disguised the NES; they personally remember the 1983 crash.
    • Nintendo remembers having to enter America like criminals • The judge refused to protect Atari because it hadn't been strict enough • The lesson: courts look at how you behaved before helping you
    Atari wasn't killed by its competing rivals, but by people who made games on its console; someone clinging to you and tainting your image causes a thousand times more damage than a rival.
    • Nintendo sues creators of Mario, Pokémon, and Zelda content with this trauma in mind • This aggressiveness likely exceeds what's necessary today with better legal protection • But the 1983 trauma explains this reaction