[HN Gopher] Nintendo wasn't the first to introduce region lockin...
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       Nintendo wasn't the first to introduce region locking, after all
        
       Author : adrian_mrd
       Score  : 68 points
       Date   : 2022-06-14 15:26 UTC (3 days ago)
        
 (HTM) web link (www.nintendolife.com)
 (TXT) w3m dump (www.nintendolife.com)
        
       | boomboomsubban wrote:
       | This is an interesting story about Turkish region locking with a
       | strange "Nintendo isn't actually the worst" message tacked on.
        
         | Root_Denied wrote:
         | I was going to say, it's an historically interesting tidbit but
         | as a consumer I'm so constantly baffled by Nintendo's bad
         | business decisions and anti-consumer practices that I kind of
         | don't care.
        
           | MBCook wrote:
           | Nintendo is smart. They saw a near crash in Japan on the
           | Famicom (no lockout) and what happened to Atari/etc in the US
           | (also no lockout).
           | 
           | They wanted to be very sure they didn't run into that. So
           | with the US launch they controlled publishing, licensing,
           | lockout chips, the "Nintendo Seal of Quality", etc.
           | 
           | They were trying to avoid another disaster. And it worked. So
           | they stuck to it. Combined with being very conservative and
           | opinionated (for better or worse) it continues to this day.
           | 
           | Yes, they've loosened compared to the NES days, but that's
           | why.
           | 
           | Sony and MS came along MUCH later to a very different
           | industry. By that generation consoles were normal and gaming
           | was there to stay. The risks were different.
        
           | pessimizer wrote:
           | > Nintendo's bad business decisions
           | 
           | Do you mean bad like you think they're bad people, or do you
           | mean bad like you think they left money on the table?
        
             | Root_Denied wrote:
             | I do indeed mean bad as in "left money on the table" - or
             | possibly "pissed off their fanbase" which tends to lead to
             | reduced revenue and loss of respect. The former they don't
             | see to care about as much as the latter.
             | 
             | I probably should have used a word like poor instead of
             | bad.
        
         | tinco wrote:
         | It's posted on a Nintendo fansite. Amongst Nintendo fans it is
         | known that amongst all the awesome creative products Nintendo
         | has created and enabled, it has also always been ruthlessly
         | controlling of its ecosystem. It basically invented the walled-
         | garden strategy that was later copied by all other capital
         | intensive hardware manufacturers like Apple. And even amongst
         | those Nintendo is known to be particularly strict.
         | 
         | You should read this article as being tongue in cheek seen in
         | that context. It allows a Nintendo fan to go "Well
         | technically.." as a joke, because obviously some minor Atari
         | reseller in Turkey is not really relevant on the global scale.
        
       | formerkrogemp wrote:
       | Oh, look. A prior first time event precludes anything wrong with
       | my follow-up controversial practices that everyone accused me or
       | implementing and pioneering. Nintendo will keep doing what
       | they've always done until it doesn't work anymore. Selling
       | nostalgia.
        
         | jaywalk wrote:
         | This is a textbook strawman argument. Literally no one is
         | saying the thing you're arguing against.
        
           | pessimizer wrote:
           | It's not a strawman argument when you argue against a claim
           | that no one is making. It's a strawman argument when you
           | create a bad argument for a claim that someone actually is
           | making, in order to knock it down.
           | 
           | edit: this is a "cynically muttering to oneself."
        
             | xeromal wrote:
             | LOL at your edit
        
         | [deleted]
        
       | [deleted]
        
       | Zenst wrote:
       | Thinking about regional restrictions in history, I'm thinking
       | there may well be older examples. Though those would be standards
       | driven in many ways. As from a manufacturers driven aspect, I
       | feel there may well be earlier examples given how some companies
       | would sell sales rights for other regions to control, then limits
       | to prevent grey-market products would certainly of been something
       | addressed in the past. That said, I'm pondering if IBM had some
       | level of restrictions if only to compartmentalise their sales
       | regions.
       | 
       | As an aside in respect of regional restrictions in history, then
       | the era prior to railway time -
       | https://en.wikipedia.org/wiki/Railway_time would certainly see
       | some regional locking in a way as local time varied. Then the
       | whole utility market, surely beyond country variations has some
       | aspect of restrictions.
        
         | bombcar wrote:
         | Railways had some "region locking" themselves, as the gauges
         | could vary - there's still a few places in the world where the
         | trains change gauge when crossing a border.
         | 
         | https://www.youtube.com/watch?v=oBEvt2lSPLc
        
         | Melatonic wrote:
         | Some of the older examples though are not region locking just
         | for region locking reasons - it is just different standards
         | that are not compatible. Intentional locking (without another
         | technical justification) seems like a totally different
         | ballgame.
        
       | pvaldes wrote:
       | There is a really, accessible, very low hanging fruit technique
       | for stopping weapons working inside areas marked as schools. And
       | it will never happen, it seems.
        
       | jeroenhd wrote:
       | Not sure what this is supposed to mean, really. Atari didn't
       | region lock their consoles, this weird Turkish retailer changed
       | the consoles to get a monopoly on games in Turkey. Nintendo
       | actually designed and built the devices for all markets.
       | 
       | In my opinion, the Turkish "Atari" is a sabotaged fork of the
       | original Atari rather than a region locked console. I can yank
       | open a bunch of Magnavox Odysseys and swap pins around in the
       | console and in the cartridge but that doesn't mean the Oddyssey
       | suddenly becomes region locked.
        
         | jccalhoun wrote:
         | Videogame companies would often license their consoles for sale
         | in countries in which they either couldn't or didn't want to
         | sell directly. For example the Sega Master system in Brazil and
         | the NES and SNES in South Korea.
         | 
         | So this was an attempt by the company who was the legal
         | distributor of Atari 2600 in Turkey to prevent 2500 games from
         | elsewhere to work on their system. That sounds like a region
         | lock to me even if it was easy to circumvent.
        
         | fredoralive wrote:
         | It looks like the Meta was the official distributor / licensee
         | for Turkey, and the ads warning about the region lock certainly
         | have Atari logos on them. So I'd say it's fairly official, if
         | not Atari directly then an affiliate.
         | 
         | I was personally wondering if main reason for the the region
         | lock was Meta wanting to lock out European games, or Atari
         | wanting to lock out (cheaper?) Turkish games from the European
         | market. Either side has reasons to want it.
         | 
         | I'd also kinda note that although not a direct region lock,
         | AFAIK the way the 2600 handles video timing (generated by the
         | game programme, not the video chip) would have basically
         | mutually locked out 50Hz and 60Hz regions at the time, as 1980s
         | TV usually didn't "multisync" (plus there are palette
         | differences between PAL/NTSC/SECAM systems as well).
        
           | willcipriano wrote:
           | Zuckerberg strikes again.
        
         | jonny_eh wrote:
         | > I can yank open a bunch of Magnavox Odysseys and swap pins
         | around in the console and in the cartridge but that doesn't
         | mean the Oddyssey suddenly becomes region locked.
         | 
         | Are you an official Magnavox licensed distributor?
        
       | bigmattystyles wrote:
       | >> for every one of its consoles except the Nintendo Switch
       | 
       | This made me laugh because when I was a kid living in Europe, my
       | dad would often travel to the US and bring back unreleased in
       | Europe and/or NES games from the US because they were much
       | cheaper. To get them to work with PAL/Secam NES, we took our NES
       | to this (shady?) electronics shop that installed this silver
       | mechanical switch. You would insert the US cartridge and if
       | memory serves, the screen would blink and when the image was on,
       | you flipped this switch and the blinking would stop, permitting
       | you to play the US cartridge in the European console. That was my
       | 'Nintendo Switch'
        
         | Melatonic wrote:
         | Not sure when Nintendo started implementing this more but I
         | fondly remember buying Pokemon Silver (for gameboy) in my
         | teenage years LONG before it was released in the US. I was too
         | young to get a credit card or an eBay account but my friend and
         | I realized we could buy a one time use Visa gift card with cash
         | from a local store. Each of us saved up for god knows how long
         | and then I bought Silver while he bought Gold. All in
         | (including shipping) I think we paid close to 70$ each which
         | seemed like a HUGE amount of money at the time (almost 123$
         | today!). I don't think either of us even considered that the
         | Japanese cartridge might not play in our US gameboys.
         | 
         | What we did not realize was that there of course was no way to
         | switch the game to English as it had not been translated yet.
         | Playing the game entirely in Japanese was for sure a challenge
         | but I think I still vaguely remember the symbols for Poke Ball
         | and the Health restore items. This was of course still fairly
         | early internet days so there was not a ton of online help and
         | translators were much less accurate.
        
           | tacker2000 wrote:
           | Back in the day, I received a copy of Pokemon Gold from a
           | japanese friend of my parents, months before the euro
           | release. I was extremely excited but then i saw that it was
           | completely in japanese! It ended up collecting dust, since I
           | didnt understand a word and never played it. Maybe I should
           | have powered through anyway like you though!
        
           | ryanmcbride wrote:
           | I had a similar experience with one of my friends, except
           | instead of buying physical carts we just downloaded the rom
           | and used a gameboy emulator. This was just a little while
           | before gold/silver came out in the US and we brute forced our
           | way through as much as we could, ultimately getting stuck on
           | the Sudowoodo blocking a path. We tried everything we could
           | think of but without knowing japanese we just couldn't figure
           | out that we needed that squirt bottle or whatever it was.
        
         | simcop2387 wrote:
         | If it was blinking that sounds like the whole 10NES[1] copy
         | protection chip stuff. Likely the switch was choosing between
         | which 10NES chip was hooked up to the CPU for validating the
         | cartridges. Though I am entirely curious how the games would
         | play given that there'd be timing and other small differences
         | between the consoles.
         | 
         | [1] https://www.youtube.com/watch?v=sJFCwDJq1gU
        
           | jaywalk wrote:
           | I believe that an NTSC game running on a PAL system would
           | just run slower, since the timings would be for 60Hz but the
           | system would be running at 50Hz.
        
             | ComputerGuru wrote:
             | Maybe I can finally beat Pac-Man!
        
               | bigmattystyles wrote:
               | With the NES speedrunning scene being so popular, I
               | wonder if any one has ever made use of this.
        
               | 0des wrote:
               | I'm pretty sure you're going to be hearing from Billy
               | Mitchell's lawyers over this comment.
        
               | ishjoh wrote:
               | these advantages/disadvantages are widely known in the
               | speed running community. They occasionally will have a
               | calculation to normalize between regions where an in game
               | clock is used due to PAL vs NTSC, but having more time
               | while still having the same in game clock time is a
               | competitive advantage and you will see all top records
               | using a particular region platform.
               | 
               | A different trick in games that don't have an internal
               | clock, but are instead timed by wall clock is to use a
               | region platform where the text loads faster. For example
               | for Zelda Ocarina of time, the Japanese Wii Virtual
               | Console version is used almost exclusively because of
               | faster text and loading times:
               | https://www.speedrun.com/oot#100
               | 
               | As a developer I find Speed running extremely
               | interesting. The creativity used to eek out performance
               | gains is incredible.
        
               | ComputerGuru wrote:
               | > use a region platform where the text loads faster
               | 
               | Using a GBA (and later, a DS) emulator on a PC to
               | (re)play Pokemon, I was absolutely stunned by how much of
               | the wall time was spent waiting for the ridiculously slow
               | page-after-page of speech bubbles to scroll into view.
               | 
               | I don't think it's an accident that they're that slow
               | (because this is with the "text loading speed" in the
               | game options set to so-called "fast") but rather a much-
               | gamed and an integral part of stretching out the
               | "playable campaign hours" metric. When you 16x the speech
               | scenes with a keyboard shortcut, the whole game is
               | laughably short.
        
               | Karuma wrote:
               | > rather a much-gamed and an integral part of stretching
               | out the "playable campaign hours" metric
               | 
               | That may be the case in many games, but in most games
               | that were translated from Japanese, the reason is that
               | Japanese is a much more compact language (many words are
               | just 1 character long, for example) so the speed is OK in
               | Japanese, but horribly slow in Western languages. A few
               | devs actually increased the text speed for oversea
               | releases, but most didn't.
        
           | ComputerGuru wrote:
           | Per online sources, the switch flipped between one of two
           | defeat strategies. The first is grounding the 10NES's pin 5
           | (putting it in "key" rather than "lock" mode). I'm not sure
           | what the second mode was. Or perhaps the switch just operated
           | to choose between 10NES-active and 10NES-deactivated (with
           | pin 5 redirected to ground instead of the line coming from
           | the cartridge) but I'm not aware of any reason why the 10NES
           | would need to remain active for any game? Perhaps some later,
           | official Nintendo cartridges would halt/reset if they didn't
           | detect a functioning 10NES in the console?
        
           | rcfox wrote:
           | As I recall, you could also disable the lockout chip by just
           | desoldering/cutting one of the leads.
        
           | bigmattystyles wrote:
           | Wow - that's awesome to learn about the 10NES, thank you for
           | that!
           | 
           | >> Though I am entirely curious how the games would play
           | given that there'd be timing and other small differences
           | between the consoles.
           | 
           | It's been too long for to remember any differences, plus I
           | was quite young, but I am now going to blame the fact that I
           | was never any good on this timing tidbit...
        
       | fguerraz wrote:
       | It's Turkiye by the way :rolleyes:
        
       | ComputerGuru wrote:
       | A decent overview of how the pair of 10NES chips in the NES and
       | in the inserted cartridge worked together to authenticate
       | licensed games, for those that are interested:
       | 
       | https://www.retronintendoreviews.com/retro/10nes-lockout-chi...
       | 
       | (It's not exactly a technical deep-dive but it's a good enough
       | overview. I was surprised that something as studied and reverse-
       | engineered as the 10NES didn't seem to come up with a "golden
       | standard reference" article as the first google hit, not even on
       | hackaday or eeevblog).
        
         | sircastor wrote:
         | My manager built a Gameboy emulator last year for a side
         | project, and he was explaining to me the genius authorization
         | mechanism that the Gameboy used: Every gameboy game starts up
         | by showing the Nintendo(r) logo. The system checks the
         | displayed value against a known checksum (or hash or something)
         | that has to be perfect or the software won't go to the next
         | instruction. So in order to make an unauthorized game for
         | Gameboy, you have you put Nintendo's Registered Trademark as
         | the very first thing that appears on your game, without
         | permission. So instead of a technical limitation which can be
         | broken with enough effort and engineering, you have to simply
         | violate well-established Trademark law. Pretty smart.
        
           | Sesse__ wrote:
           | Except the US courts rejected this concept (on appeal); see
           | https://en.wikipedia.org/wiki/Sega_v._Accolade .
        
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