In addition, it was decided that the rights to the Ms. Pac-Man "coin-operated machine" sold this did not include any home console ports or merchandise. Under the revised agreement, GCC would earn royalties from any Ms. The matter was eventually settled around 1983 though by all recounts, the royalty plan effectively stayed the same. Pac-Man arcade machines produced this was in addition to the whopping 50 percent of royalties that went straight to Namco. Midway's original agreement stated that GCC would earn royalties for all Ms. The case mainly regarded the royalty contract held between Midway and GCC in which, it seems that GCC was demanding a refined royalty plan. Through a series of recounts, however, a handful of details are known. This case was seemingly entirely private, and no proper documents from the case are publicly available. Pac-Man's release, some form of legal dispute occurred between Midway and GCC. Pac-Man IP - which have only worsened throughout the decades. Due to the three separate parties involved, numerous conflicts and points of confusion caused serious issues for the Ms. The game would go on to release in early 1982, now under its final form: the iconic Ms. Following a brief demonstration to Namco of Japan's president, Masaya Nakamura, the game was fully licensed and approved by all three parties. Midway, growing impatient waiting for Namco to produce a Pac-Man sequel themselves, decided to license the game for official release. As such, Crazy Otto was pitched directly to Bally Midway (henceforth "Midway") - the American distributor of Pac-Man at the time - for official release. However, part of GCC's settlement with Atari was that they could no longer produce any "enhancement kits" for games, even non-Atari works. GCC's Pac-Man kit was finalized as " Crazy Otto", and was effectively finished for release. Unknown to Atari, however, GCC was secretly developing a similar enhancement kit for Namco's Pac-Man as well. Due to various factors, the lawsuit would be dropped in agreement with Atari, GCC's team was employed to work at the company. In August of 1981, Atari gained knowledge of the Super Missile Attack game GCC was promptly sued by Atari, with a counter-lawsuit following. Following Super Missile Attack's creation, the MIT group formed a new company known as General Computer Corporation (henceforth "GCC") to sell the kits. This led to the creation of an "enhancement kit" titled "Super Missile Attack" this kit would run the newly-developed hack when connected to a Missile Command circuit board. Noticing low profit drops in the arcade's Missile Command machines, Macrae and Curran - having high programming knowledge - decided to hack the game into an enhanced form. In 1981, a group of MIT students (led by Doug Macrae and Kevin Curran) began operating a small arcade in a dorm room.
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