Trial 
                            2 (1991)
                            
                            Talk about almost blowing a great career before it 
                            even got off the ground... again.
                          I 
                            had clearly come perilously close to being driven 
                            from the business by the suits at Atari Unlimited 
                            as a result of my participation in the legendary KC 
                            Munchkin/Pac-Man Trial (see "My First Trial") 
                            in the early 80s. But for whatever reason, Atari, 
                            then under the leadership of Michael Moone, was very 
                            classy about the whole thing. Moone was a good-looking, 
                            albeit somewhat plastic character - at one point I 
                            half-suspected that Atari's advanced systems department 
                            had slapped him together down in the basement one 
                            stormy night. He's also a guy who nobody seems to 
                            remember. Oh, you can locate him on Google and confirm 
                            his existence, but the next time I hear someone refer 
                            to "The Moone Years" at Atari, it'll be 
                            the first.
                          In 
                            any case, I did survive, only to do the same damned 
                            thing all over again almost a decade later. But first 
                            a caveat of sorts: I do want to make clear that the 
                            side I took in each of my three expert witness litigations 
                            represented the party in whose case I believed. And 
                            given the power of the companies whose corporate shoes 
                            I was breaking, my sense of rectitude could have proven 
                            cold comfort had Atari, Nintendo or Capcom been vindictive 
                            - or ballsy - enough to try and bury me. But for whatever 
                            reason, the three powerful companies against whom 
                            I gave testimony and/or depositions never, so far 
                            as I know, ever suggested the possibility of taking 
                            revenge on a lone, big-mouthed journalist.
                          On 
                            my second trip through the litigation sausage grinder, 
                            therefore, I once again pushed my luck, tempted fate 
                            and tugged real hard on Superman's cape by cavalierly 
                            volunteering my services to the Lewis Galoob Toy Company 
                            at the 1990 Summer CES (SCES) in Chicago.
                          *********************************************
                          The 
                            Game Genie was Galoob's first entry into the electronic 
                            gaming world, but I was familiar with them from all 
                            the Toy Fairs I'd attended back in New York City in 
                            the 80s. Also, Galoob's arrival in the electronic 
                            entertainment field meant that they had to hire some 
                            familiar faces, people who had been around the business, 
                            and of course I was known to them.
                          That 
                            '90 SCES as being a big peripherals show. Mattel's 
                            silly Power Glove and Broderbund's inane U-Force joystick 
                            were both laying ostrich-sized eggs with the press, 
                            the distributors, and the retailers, but it was this 
                            item dubbed the Game Genie that virtually everybody 
                            with smarts in the entire industry fixated on as the 
                            best of show in the peripherals category.
                          1990 
                            was late in the life cycle of the Nintendo Entertainment 
                            System (NES), and a significant segment of its users 
                            had become frighteningly skilled at playing NES games. 
                            At least their growing skill frightened the game producers. 
                            This was, after all, the age of the Platform Game. 
                            Publishers would acquire a license or create an original 
                            intellectual property and then drop these characters 
                            into an endless series of similarly-designed playfields 
                            comprising horizontally scrolling levels (ie, platforms), 
                            power-ups, enemies and ropes/chutes/ladders, via which 
                            the player-character could move from level to level. 
                            Dave Crane's Pitfall is acknowledged as the first 
                            scrolling platform videogame, but games such as Space 
                            Panic (Universal), Miner 2049er (Bill Hogue) and Jumpman 
                            (Epyx) had explored the possibilities of platform-style 
                            play within a non-scrolling playfield years earlier.
                          When 
                            the NES became a phenomenon in the late 80s, it was 
                            unlike the previous generation of videogames in one 
                            very significant area: it eschewed the joystick. No 
                            longer was direction the primary component of the 
                            games. Direction was assigned to the left thumb and 
                            basically limited on-screen movement to up, down, 
                            left and right. The right hand, meanwhile, was introduced 
                            to the new primary gaming paradigm - button mashing! 
                            Suddenly the timing with which a player allowed their 
                            character to leap across a pit was much more important 
                            than steering that character to a precise jump point.
                          Shigeru 
                            Miyamoto is universally regarded as the game design 
                            visionary who endowed platform games with the interface 
                            nuances that made the genre so popular for so long. 
                            And we can see that the interface provided by the 
                            NES was ideal for those purposes. In that sense - 
                            although it did not scroll, but rather redrew a new 
                            landscape when the character reached the far right 
                            of the screen - Smurf Adventure on the previous generation's 
                            Colecovision may have been among the most influential 
                            games ever created.
                          In 
                            any case, platform games were everywhere. Sometimes 
                            the perspective was slightly isometric but mostly 
                            it was plain 2D. And advancements came like a cool 
                            breeze in the desert heat - infrequently and with 
                            little long term impact. The brute fact could be seen 
                            by anyone with eyes: as the 90s dawned, platform games 
                            had become a creative plague and a demographic nightmare 
                            within the industry.
                          With 
                            these 2-D platform games dominating the market to 
                            an almost unimaginable degree, players were quick 
                            to discover that tricks and techniques mastered in 
                            one platform game were often transferable to all platform 
                            games. These videogame gunslingers would boast how 
                            they'd "conquered" this or that platform 
                            game in a couple of hours or less. The developers, 
                            in turn, got all macho about their not being able 
                            to turn out difficult enough games. So of course they 
                            went overboard and began producing videogame contests 
                            that even an Arcade Houdini couldn't stand against.
                          And 
                            if the designers couldn't find creative ways to make 
                            the games harder, that was no problem, they'd just 
                            cheat. You see, at the end of each level of a platform 
                            game the player-character had to defeat a "Boss" 
                            (the biggest, baddest monster on that level) in order 
                            to advance to the next platform. And how hard is it 
                            to simply jigger the Boss's hit point parameters to 
                            make it virtually unkillable? Takes a second, maybe 
                            two to change the number of shots required to kill 
                            the Boss from "10" to "100".
                          As 
                            a result, most NES gamers had a closet full of cartridges 
                            that they had never even played halfway through because 
                            they couldn't beat the sixth level boss or maneuver 
                            through the Acid Bogs of Bowtheria on a wooden raft. 
                            Game magazines were filling up with tips and special 
                            Easter Egg codes while entire lines of books known 
                            as Official Strategy Guides were beginning to generate 
                            dollar signs on the spreadsheets of publishers like 
                            Ben Dominitz, whose Prima Publishing raked in mega-bucks 
                            through the mid-90s by telling players how to actually 
                            complete their games (in minute detail and with an 
                            abundance of accompanying playfields and diagrams).
                          Not 
                            only were videogames becoming elitist insofar as only 
                            perhaps the top 5% of players were sufficiently skilled 
                            to actually experience more than a taste of the program, 
                            but the whole idea of gaming as an interactive family 
                            experience was being lost. Whereas the early Atari 
                            2600 games came with dozens of game variants and a 
                            rainbow of skill levels, most NES games from the late 
                            80s and early 90s traditionally came in two flavors: 
                            Hard As Hell and Fahgettaboutit. The 2600 had even 
                            offered individual skill settings for each player 
                            on its console. Nintendo and its vassals, on the other 
                            hand, had hard-wired their games to the skill sets 
                            of 14-year old males.
                          So 
                            when fathers and sons or brothers and sisters sat 
                            down to play the latest platform twitch game during 
                            the last years of the NES, it wasn't even vaguely 
                            competitive. Between tapping the tips in the game 
                            magazines and scarfing the skinny from his buddies 
                            who had already "conquered" the latest hot 
                            game, the adolescent or teen male gamer always had 
                            the winning edge.
                          The 
                            Game Genie, however, was distinct from the various 
                            mind-controllers and glove controllers and virtual 
                            steering wheels which, at best, worked well on only 
                            one or two game genres. This was a piece of hardware 
                            with an infinite upside. By using the Genie as a physical 
                            interface between the NES and its software, players 
                            could change up to three features (three wishes - 
                            it's a genie, remember) in any single game. For example, 
                            players could grant themselves any number of lives, 
                            speed up their on-screen surrogate and allow their 
                            character to literally fly above any and all obstacles. 
                            These modifications were generated by having the player 
                            enter a line of code for each of their three selections. 
                            These codes appeared in the product's Programming 
                            Manual and in an additional Code Book which came with 
                            the Game Genie. Subsequently, Galoob intended to (and, 
                            in fact, did) produce more of these Code Books as 
                            new games were released.
                          Wonk 
                            Alert: For those who care, the Game Genie's secret 
                            was its ability to block the value for a single byte 
                            of data sent by the software to the NES system's CPU 
                            and substitute the new value selected by the gamer. 
                            A key element of Galoob's case lay in the fact that 
                            the Genie did not actually change any of the data 
                            in the game cartridge; the alterations lasted only 
                            until the end of that play session at which point 
                            the game defaulted to its original program.
                          I 
                            immediately loved the Game Genie.
                          I 
                            thought about how I would be able to look through 
                            an entire game before I reviewed it without badgering 
                            the PR people for cheat codes. And I thought about 
                            all those half-played games sitting in closets the 
                            world over that could be given new life. You see, 
                            I've always had this weird belief that if you buy 
                            an electronic game, you have the right to see everything 
                            that's in that game. If you must cheat to do so, what 
                            law are you breaking? The mentality of game developers, 
                            however, was not unlike a book publisher expecting 
                            consumers to purchase a mystery novel that required 
                            the reader to take a test before granting them an 
                            access code to unlock the final chapter.
                          I 
                            remember sitting in one of Galoob's meeting rooms 
                            at that CES, predicting that they could sell millions 
                            of these things through the coming Christmas season. 
                            And that's when the Galoob PR people broke the news: 
                            "Well, Nintendo hates it. It looks like they're 
                            going to file for a preliminary injunction to keep 
                            it out of stores this Christmas." This was not 
                            good news for Galoob as Christmas '90 looked like 
                            the last shot at a big year for any NES produce. As 
                            it was, Sega released its Genesis two years before 
                            Nintendo finally felt it could risk cutting the legs 
                            out from under its iconic NES by shipping the Super 
                            Famicom (SNES) to North America.
                          "So 
                            you may not get this out for Christmas?" I asked, 
                            getting rather pissed off in the process.
                          "Not 
                            if Nintendo gets its injunction."
                          It 
                            had been almost a decade since I had risked my career 
                            by testifying against Atari. But still, I am the Eternal 
                            Asshole. Not only do I agree to testify but I always 
                            wind up testifying against the most powerful force 
                            in the industry at the time. No doubt if I were to 
                            be hired today as an expert witness, I would wind 
                            up siding against EA, Sony or perhaps both. In fact, 
                            when EA purchased exclusive rights to the NFL recently, 
                            I did feel that old twinge again. But that's a story 
                            for another time
                          In 
                            any case, because I am the Eternal Asshole, I never 
                            learn. So I opened my yap and declared to the Galoob 
                            PR people assembled: "That's outrageous! I've 
                            worked as an expert witness before, so if you need 
                            anyone to testify against Nintendo in this case, call 
                            me."
                          I 
                            accepted their props and back pats with the assurance 
                            of someone who figures nobody's going to remember 
                            any of this by the time they get home from CES.
                          Sure 
                            they would. I barely had unpacked the various game-related 
                            shirts, yo-yos, key chains and other CES gewgaws before 
                            the phone was ringing. Rather than pass me directly 
                            into the hands of lawyers, however, the folks at Galoob 
                            were thoughtful enough to give me the coward's way 
                            out. "We really appreciated you volunteering 
                            to testify," they said. "But we would certainly 
                            understand if you felt unable to do this."
                          Of 
                            course, I took the blue pill and within 24 hours representatives 
                            from the law firm of Howard, Rice, Nemerovski, Canady, 
                            Robertson & Falk (henceforth known simply as Howard, 
                            Rice) were in touch on behalf of Galoob.
                          *********************************************
                          This 
                            case proved quite different from my other two adventures 
                            in Expert Witnessville in that Nintendo had already 
                            essentially lost the case before I ever entered a 
                            courtroom. In fact, I don't think I ever actually 
                            saw a courtroom in this case. I made many trips to 
                            Embarcadero Plaza, where the Howard, Rice offices 
                            were located and the main event was my deposition 
                            with Patricia Thayer of Howard Rice by my side and 
                            John Missing, on behalf of Brobeck, Phleger & 
                            Harrison, representing NoA, across the table.
                          Howard, 
                            Rice, you see, had been able to reverse the preliminary 
                            injunction which Nintendo of America had used to keep 
                            the Game Genie off the shelves the previous Christmas 
                            and ultimately won a dismissal of Nintendo's copyright 
                            issues altogether. This judgment was later affirmed 
                            on appeal.
                          My 
                            role in this case, therefore, was as one of the experts 
                            selected by Galoob to help determine the amount of 
                            damages Nintendo had cost them through its injunction. 
                            Of course, between depositions and such, we overstepped 
                            the purely financial issues on more than one occasion.
                          What 
                            follows are excerpts from that deposition, taken November 
                            4, 1991:
                          Missing: 
                            
I would like to talk about the entire five- 
                            or six-year history of KKW; and if it has changed 
                            over time and you want to break it down, you can do 
                            that.
                          A: 
                            No. As I say, there are periods when we've emphasized 
                            journalism more than the other ends of the business, 
                            but the consulting has been pretty steady.
                          Q: 
                            So consulting has consisted of analysis of games, 
                            redesign of games, and preparation of instructions 
                            for playing of games?
                          A: 
                            Correct.
                          Q: 
                            Anything else?
                          A: 
                            No.
                          Q: 
                            When you say analysis of a beta copy or analysis of 
                            a game, what do you mean by that?
                          A: 
                            Again, it's very similar to the process you would 
                            undergo in reviewing a game; but rather than orienting 
                            it toward the consumer, you're orienting it toward 
                            the publisher. So you're telling the publisher there 
                            are a certain number of similar games out there, for 
                            example, and how their game fits in within that category, 
                            how close they are to state of the art in terms of 
                            graphics, how well the sound effects work within the 
                            context of the game, that sort of material.
                          Q: 
                            Do you provide opinions or analysis with respect to 
                            the likely success of a game?
                          A: 
                            Absolutely.
                          Q: 
                            That's part of the analysis stage?
                          A: 
                            It's called market perspective.
                          Q: 
                            So you provide market perspective in connection with 
                            your consulting services.
                          A: 
                            That's correct.
                          Q: 
                            What does market perspective consist of?
                          A: 
                            [It] consists of placing this product into the context, 
                            in the existing context of the game market.
                          Q: 
                            What aspects of the game do you look at in doing that?
                          A: 
                            Sound, graphics, animation, play value
 how skillfully 
                            the interface works.
                          Q: 
                            Do you look at price or pricing? Is that something 
                            you consider in writing a market perspective?
                          A: 
                            No, generally not. Occasionally we will be specifically 
                            asked if this is a budget product or not, and we will 
                            - in that case, we will give our opinion on the project 
                            and how much it should be priced at.
                          Q: 
                            I gather from what you've been saying that the consulting 
                            services are certainly provided with respect to software?
                          A: 
                            Yes.
                          Q: 
                            Have you provided consulting services with respect 
                            to peripherals?
                          A: 
                            We've done some work with joystick manufacturers, 
                            but it's been very limited.
                          Q: 
                            And which joystick manufacturers are those?
                          [At 
                            this point we nail down the fact that KKW did some 
                            consulting for Wico and another company - it was Suncom, 
                            I believe - that I couldn't recall at the time, but 
                            that joystick consulting was not exactly our major 
                            line of work. Of course, Mr. Missing must have thought 
                            this wonderful news since it would seem to indicate 
                            that KKW had virtually no experience with regard to 
                            peripherals. It was quickly apparent, however, that 
                            joysticks and the Game Genie were totally apples and 
                            oranges - it was only the fact that both were marketed 
                            under the broad term "peripherals" that 
                            gave them anything in common. Now we moved on to the 
                            Numbers Game portion of the deposition
 -Bill]
                          Q: 
                            With respect to how many games or titles of software 
                            has KKW rendered consulting services?
                          A: 
                            I have no idea. Many.
                          Q: 
                            More than 30?
                          A: 
                            Many more than.
                          Q: 
                            Less than 500?
                          A: 
                            We can say fewer than 500. [I loved correcting his 
                            grammar. -Bill]
                          Q: 
                            I'm trying to get the parameters you're comfortable 
                            with.
                          A: 
                            You got them.
                          Q: 
                            Can you narrow it any more than that, or would it 
                            require speculation?
                          A: 
                            It would require total speculation.
                          Q: 
                            So KKW has provided consulting services with respect 
                            to anywhere from 30 to 500 games over its history?
                          A: 
                            Yes.
                          Q: 
                            Would the games come from game manufacturers or from 
                            publishers or any one segment of the industry?
                          A: 
                            Well the publishers and the manufacturers - I mean, 
                            I don't understand the distinction.
                          Q: 
                            Who hires you to perform these consulting services 
                            with respect to a given game?
                          A: 
                            It could be the developer. It could be the publisher. 
                            It depends on who feels that the game needs help.
                          Q: 
                            You can be hired by anybody; obviously, anybody who 
                            has a game he wants some help with
 is a likely 
                            client? [Is he calling me a whore? -Bill]
                          A: 
                            That's correct. [Guess he was. -Bill]
                          Q: 
                            Are you ever hired directly by companies, such as 
                            those companies for whose systems you devised games, 
                            such as Commodore or Atari or IBM or NEC?
                          A: 
                            Yes.
                          Q: 
                            So those companies have, themselves, hired you as 
                            consultants with respect to certain of their game 
                            titles? [He does a very good job of casting this mundane 
                            information in a sinister light, don't you think? 
                            -Bill]
                          A: 
                            Yes.
                          Q: 
                            Is there one company that has hired you more often 
                            than others for your consulting services?
                          A: 
                            Well, it's generally more often the publishers who 
                            are coming to us, and they're often coming to us with 
                            multiple SKUs on the same game. So we may be looking 
                            at an IBM version of a game at the same time we're 
                            looking at a Nintendo version of a game, and at the 
                            same time doing two sets of analyses, as if they were 
                            two separate projects.
                          Q: 
                            Has KKW designed any game to play on 16-bit systems? 
                            [By "KKW", Mr. Missing actually meant Subway 
                            Software, the design branch of KKW. -Bill]
                          A: 
                            Not yet. [I must have had a major brain fart at this 
                            point since Subway Software had already designed quite 
                            a few 16-bit games by that point. -Bill]
                          Q: 
                            Has KKW perform [sic] consulting services for games 
                            intended for play on 16-bit systems?
                          A: 
                            Yes.
                          Q: 
                            How many?
                          A: 
                            Probably a couple dozen.
                          Q: 
                            And the rest would have been designed for use on 8-bit 
                            systems?
                          A: 
                            That's correct, or computers.
                          Q: 
                            So the vast preponderance of the titles on which KKW 
                            has provided consulting services have been for use 
                            on systems other than 16-bit systems?
                          A: 
                            That's correct.
                          Q: 
                            Has KKW ever performed any consulting services for 
                            Lewis Galoob Toys, Inc.? [He's going for the big one 
                            here, boys! -Bill]
                          Ms. 
                            Thayer [My Lawyer]: You mean other than in connection 
                            with this litigation?
                          Mr. 
                            Missing: Yes, other than providing expert testimony.
                          Kunkel: 
                            No. [Haw-haw. -Bill]
                          Q: 
                            Aside from any expert testimony that KKW or you may 
                            be providing for Lewis Galoob Toys, have you or KKW 
                            had any professional relationship with Lewis Galoob 
                            Toys? [I think he's calling me a hooker again
 
                            -Bill]
                          A: 
                            No.
                          Q: 
                            Would that be true of Mr. Katz as well?
                          A: 
                            Absolutely.
                          Q: 
                            And Miss Worley?
                          A: 
                            Yes.
                          [The 
                            deposition went on for hours, but finally climaxed 
                            with the following exchanger:]
                          Q: 
                            Let's look at the final opinion, line 25 and 26 of 
                            Exhibit 6. [You say] Game Genie will achieve far less 
                            market penetration due to it's [sic] exclusion from 
                            the market in 1990 and 1991. What do you mean by "market 
                            penetration"? [He said "penetration". 
                            -Bill]
                          A: 
                            Sales, sales to owners of NES systems. I mean, clearly, 
                            if it had gone on sale last Christmas, when the audience 
                            was ready to buy it, when the NES was still perceived 
                            as a viable, live system, then its market penetration 
                            would by now be extremely solid.
                          Instead, 
                            the system is being born under much shakier conditions. 
                            It's being sent out into a world where the NES is 
                            perceived as a dying system, and people are going 
                            to be much less likely to spend money on a peripheral 
                            for a dying system than they are for one they perceive 
                            as a healthy system.
                          And 
                            whether, in fact
 your hypothesis [mentioned 
                            previously] is correct or not almost doesn't matter, 
                            because the perception will become the reality, and 
                            the perception is that 8-bit technology is on the 
                            way out. If 16-bit technology is here, then 8-bit 
                            technology is old technology, and Americans don't 
                            like old technology. You could still sell a lot of 
                            systems, but you're selling them so people can buy 
                            software that no one is making any money on.
                          Q: 
                            Are you aware of any return or defect data for the 
                            Game Genie?
                          A: 
                            No.
                          Q: 
                            Are you familiar with the magazine Nintendo Power?
                          A: 
                            Yes, I am.
                          Q: 
                            Do you see that magazine as a competitor of any of 
                            the magazines you've worked for?
                          A: 
                            In a sense, it is, yes, though it's [sic] sort of 
                            half and half. It's also a promotional device. It's 
                            sort of a half newsletter magazine, company magazine, 
                            and half editorial publication. It's kind of perceived 
                            by the public as an educational publication, but it 
                            is in fact a promotional device.
                          Q: 
                            Have you ever published anything in Nintendo Power?
                          A: 
                            No.
                          Ms. 
                            Thayer: Have you ever attempted to?
                          A: 
                            No.
                          Q: 
                            To sum up, if I can, because I want to make sure I 
                            understand your opinion about the penetration the 
                            Game Genie will achieve in fact in 1991 and in the 
                            future, you believe it's less now than it would have 
                            been, due to the advent of the 16-bit technology and, 
                            in part, what you've described at various times as 
                            a kind of natural life cycle of technology and games.
                          A: 
                            Yes. Electronic entertainment technology does not 
                            live forever. It has a clearly discernable, empirically 
                            evident life cycle, just because our society moves 
                            at such a rapid pace in terms of technology. There 
                            are already 32-bit things in the works. The only thing 
                            holding them up is the fear that if a 32-bit system 
                            enters the market at this time, every person in America 
                            will run screaming into the night.
                          Q: 
                            You said individual products also have a life cycle 
                            or life span, and I think you said in the Game Genie 
                            it would have been two or three years if it would 
                            have been released in 1990; is that correct?
                          A: 
                            Yes, again, linking it to the NES's life cycle.
                          Q: 
                            Do you believe that the Game Genie's life cycle, the 
                            two-to-three year life cycle, will be less in light 
                            of the injunction, now that it's being released for 
                            the first time in 1991 - I'm sorry, the answer to 
                            that was yes. [This is the crux of the entire case 
                            and he not only answers his own question, but gives 
                            the answer that hurts his own case. I liked this guy. 
                            -Bill]
                          Does 
                            the life cycle, in your view, of the Game Genie - 
                            did it begin at the time of its announcement as opposed 
                            to the time of its actual introduction?
                          A: 
                            That's a very interesting question. I think, on the 
                            part of the public, the perception is this product 
                            was created last year. They read about it last year 
                            in all the magazines. They heard about it from all 
                            their friends. They talked about it. A year of its 
                            life cycle is gone. It's being born as if it had remained 
                            in the womb an extra 12 months.
                          Q: 
                            What's the basis for your belief that the public in 
                            general was aware of [Game Genie's] existence last 
                            year?
                          A: 
                            Just the incredible amount of reaction and interest 
                            that all the electronic game magazines drew, that 
                            all the companies related that produced Nintendo-related 
                            product received.
                          I 
                            think it's quite obvious that anyone who cares at 
                            all about what's happening in electronic gaming knew 
                            there was a product called a Game Genie and that
 
                            it was going to come out, and it didn't. They may 
                            not know the details of the litigation, but I believe 
                            the majority of game players were aware of its existence.
                          Q: 
                            Is that true of casual players?
                          A: 
                            I believe so.
                          Q: 
                            And what's your basis for your belief that casual 
                            players were aware of it?
                          A: 
                            Word of mouth is very sterong in this business. It's 
                            stronger than in any other industry with which I am 
                            familiar.
                          So 
                            we used to try to calibrate our pass-along readership 
                            on Electronic Games magazine; and according to the 
                            surveys that we got from our readers, the number was 
                            so high we never even related it to anyone, because 
                            no one would have believed it. The pass-along readership 
                            was like ten; ten people were reading it for everyone 
                            who was buying it.
                          It's 
                            my belief that still holds true for video game magazines. 
                            So if you have a universe of maybe half a million 
                            people buying video game magazines and you multiply 
                            that by a factor of 10 on pass-along readership, or 
                            a kid comes into school and tells his friend, "Did 
                            you hear about the Game Genie?" and he tells 
                            two friends and they tell two friends, like the [famous 
                            90s shampoo] commercial, every game player, even the 
                            casual ones, are hearing about this thing called the 
                            Game Genie..
                          [End 
                            of transcript.]
                          The 
                            words continued briefly but, in essence, that was 
                            the end of my deposition. And just for the record, 
                            Galoob obtained a $15 million judgment after prevailing 
                            on the liability stuff, as the damages judgment following 
                            a second trial to recover their injunction security. 
                            This judgment was later affirmed by the Ninth Circuit.
                          The 
                            Game Genie came out and did damn well for itself, 
                            even spawning a competitor, the Game Shark. This type 
                            of system soon became a staple in the video game world, 
                            moving on to higher powered systems and signaling 
                            a major loss to the then-mighty Nintendo.
                          I'm 
                            two for two, but because I am the Eternal Asshole, 
                            I still have one more battle to fight - and this one 
                            was the worst of them all.
                          [There's 
                            quite a bit more fairly interesting testimony from 
                            the Galoob-Nintendo trial, but a somewhat lengthier 
                            and slightly re-written version of this article - 
                            along with a revamped "My First Trial" and, 
                            eventually, "My Third Trial" - will be appearing 
                            some time in the near future in a collection of essays 
                            based on my experiences in the game world. Entitled 
                            "Confessions of The Game Doctor" it will 
                            be published by Rolenta Press - stay tuned for details! 
                            -Bill]
                            
                          
                            STAY TUNED!
                            
                            In the third installment of 
                            this memoir, 
                            Kunkel takes on Capcom, the makers of the highly popular 
                            Street Fighter series in an copyright infringement 
                            lawsuit on behalf of Data East and the game Fighter's 
                            Destiny!
                          
                            
                            © 2005 by Bill Kunkel