This part of the story will perhaps be familiar to Nintendo fans. Radar Scope was a success in Japan and, seeking to break into the North American market, Nintendo Of America president Minoru Arakawa placed an order for units in the US. By the time the units reached American shores interest had waned and Nintendo was left with a large amount of unsold inventory. Arakawa asked Nintendo president Hiroshi Yamauchi – his father-in-law – to provide him with a replacement game which could be quickly installed inside the unsold Radar Scope cabinets, thus solving the issue. The man chosen to design this game – which was seen as the last throw of the dice by many within Nintendo, it has been reported – was none other than Shigeru Miyamoto, a young and relatively inexperienced staffer at the time.
It's here that the commonly-reported history fails to mention the fact that Nintendo enlisted Ikegami's aid to develop Miyamoto's idea, which of course become Donkey Kong. As the original developer of Radar Scope, Ikegami had the technology required to write the new game for the target hardware, and duly supplied all of the code, working to Miyamoto's game design specifications. It is believed that it took four programmers and two 'pattern ROM' creators (credited as*Komonora, Iinuma Minoru, Nishida Mitsuhiro, Murata Yasuhiro, Shigeru Kudo and Kenzo Sekiguchi respectively) around three months to create the game, based on Miyamoto's design. Ikegami's designers traditionally left a small calling card in each game they worked on; if you inspect the tile-sets for SEGA's*Congo Bongo*and*Zaxxon*(two other famous arcade titles the company appears to have developed) – as well as Donkey Kong – then it's possible to spot the Ikegami logo.*
Also found buried in the code for Donkey Kong is the following message:
CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS PROGRAM,WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN 044(244)2151 EXTENTION 304 SYSTEM DESIGN IKEGAMI CO. LIM.
According to the GDRI, between 8,000 and 20,000 printed circuit boards were made by Ikegami and sold to Nintendo, but it is believed that Nintendo copied an additional 80,000 boards*without*permission. No formal contract appears to have existed between the two companies for this job, so Ikegami retained the source code for Donkey Kong – it was never handed over to Nintendo.
Donkey Kong was a massive commercial success and effectively changed the fortunes of Nintendo forever; it was the firm's first genuine video game smash hit and became a global phenomenon comparable to*Space Invaders*and*Pac-Man. A sequel was inevitable, but Nintendo didn't have the source code for the first game to base it on. In order to begin work on what would become 1982's*Donkey Kong Junior, Nintendo employed subcontractor Iwasaki Giken to reverse-engineer the original version. If the Ikegami narrative is to be believed, this gives Donkey Kong Junior the distinction of being Nintendo's first 'in-house' video game, designed and developed entirely by the company itself without any outside assistance.
Donkey Kong Junior was apparently created in-house at Nintendo by reverse-engineering the original game's code, which Ikegami held
Ikegami was less than impressed with what it viewed as blatant copyright infringement; it felt that it owned the original Donkey Kong code which had been disassembled to form the foundation of Donkey Kong Junior. It sued Nintendo in 1983 to the tune of ¥580,000,000 (around $91,935,800). It wouldn't be until the turn of the next decade that this issue would be resolved; in 1990 a trial took place in Japan which determined that Ikegami was correct – Nintendo did not own the original code for Donkey Kong – a ruling which may well have had something to do with the fact that the two companies settled out of court in the same year for an undisclosed sum