308 Pirates

While the topic of the secret ending of the horror video game "Silent Hill" was gradually dying down in the KiShin website forums, in several countries in Asia, pirate video games became very much evident.

In fact, pirated video games didn't only prosper in several countries in Asia, especially in China and Southeast Asia, but also in some parts of the USA and Europe. Pirated video games of KES, SKES, and KS1, TSX Fusion were spreading as well.

Despite KiShin's countermeasures regarding pirated video games, they still sell. Especially popular video games for KS1 and TSX Fusion produced by video game entertainment companies attracted many buyers.

After TSX Fusion had been available in Japan for months, the TSX Fusion US and EU console version was distributed to the USA and Europe around September. Now in November, TSX Fusion sales were actually quite decent. Although still behind KiShin, in its first release in the USA and Europe, it surged in sales and surpassed the sales of KS1 in the first two weeks before declining.

These results were surprising to Tora-Suzuki. What they would soon realize was that pirated video games actually helped in the sales of TSX Fusion.

As video games for KS1 were not available on the KS1 console due to ongoing attempts by pirates to breach the anti-piracy measures, CDs for KS1 were still unavailable. As an alternative, the pirates focused on releasing pirated CDs for TSX Fusion.

TSX Fusion's anti-piracy measures were less complicated and more vulnerable to pirated games, making them available just a week after its release in the USA and Europe. The affordability of pirated games contributed to the early success of TSX Fusion's overseas sales.

Many gamers, preferring KS1 but unable to access its games, reluctantly turned to TSX Fusion. Eventually, pirated games for KS1 became available at the end of November in the USA, Europe, and Asia.

---

In a conference meeting at Tora-Suzuki in Tokyo, Japan, executives reviewed the sales report of TSX Fusion both in Japan and overseas. While behind KiShin KS1, TSX Fusion's sales were decent and even catching up overseas. However, when informed that the console's success was due to pirated games, the executives fell silent.

They couldn't believe that their TSX Fusion sales were driven by the lack of robust anti-piracy measures. Despite acknowledging the success, they were uneasy about the fact that their console sold well because of its accessibility to pirated games.

Although pirated video games contributed to the decent success of TSX Fusion overseas, legitimate video games from Tora-Suzuki and other entertainment companies also achieved respectable sales. The executives discussed allowing pirated games on their current console while planning to implement enhanced anti-piracy measures for their next console, currently in research and development.

"It appears that pirated video games played a role in boosting our TSX Fusion sales. While reluctant to admit it, piracy could promote our console and its original games," one executive mentioned.

"But that doesn't mean we'll condone piracy. We should raise awareness and encourage gamers to choose legitimate options," another added.

"When it comes to video game piracy, KiShin should be the most affected, right?"

"Haha, exactly! They're collecting royalties from us and other companies! Piracy should hit their pockets, shouldn't it?"

"We aren't significantly affected, and we've even profited slightly from game piracy. But as for KiShin? Hmm..."

"It should be KiShin worrying about video game piracy, not us," Itori Tanaka smiled and remarked.

"KiShin deserves it for almost single-handedly dominating the industry."

"Yeah... KiShin may not appear to dominate the industry with a 48% share, but with nearly 99% of royalties from 32-bit console games, they silently control the industry!"

"Now that you mention it, that does seem to be the case..."

"It's attributed to their remarkably advanced software."

Itori Tanaka listened attentively, stroking his chin.

---

During the KiShin conference meeting, Shin and the executives engaged in business discussions. The topic shifted to pirated video games, and they had just received a report that pirated games for KS1 were spreading in several Asian and European countries, as well as some states in the USA.

"Despite the anti-piracy measures in our KS1 console, pirates still found a way to breach it and make their games available on KS1!"

"We should contact the authorities in those countries and apprehend those involved in pirating video games!"

"Indeed, KiShin profits from the royalty fees collected on sales from 90% of video game entertainment companies. Let's not tolerate this!"

Shin, upon hearing this, calmly responded, "While we must take action, I don't believe we need to go to such extremes."

"Chairman, piracy is impacting our business! We should take it that far!" An impeccably dressed, portly man asserted adamantly, seemingly trying to impress Shin.

"No. Even if we catch people pirating video games, others will emerge. Additionally, authorities in other countries may not fully assist us in eliminating these pirates, as they could be backed by syndicates or organizations unknown to us..." Shin, with clasped hands and elbows resting on the table, wore a serious expression. To be honest, he wasn't certain if what he said was true, but he fabricated it to discourage the executives from being overly insistent on pursuing the pirates.

"Really? Is it that serious?"

"I suppose that's plausible... Pirated video games wouldn't gain such popularity without someone supporting them, right?"

Shin nodded, but internally, he thought, 'While I fabricated that, catching pirates won't solve the issue; it's an endless loop, and involving authorities and offering rewards is a resource waste...'

Furthermore, Shin was aware that pirated video games actually boosted the sales of video game consoles. He recalled that in his previous life, one reason for the failure of the Nintendo Virtual Boy was Nintendo's strict stance on pirated games.

If the pirates believed it would be easy to pirate video games for KS1, they were mistaken.

Shin grinned wickedly. KS1's anti-piracy measures were much more intricate.

While it might allow pirated games to run for a while, the scenario would eventually change. In certain video games, players would get stuck in specific areas, or encounter eerie scenes in horror titles like "Resident Evil" and "Silent Hill."

After various scenes in the games, there would be a moment where Super Mario, in his distinctive voice, would say, "Thank you for playing the video game demo!"

Shin wasn't sure if others who had recently bought KS1 pirated games had experienced this, but he was confident they would soon encounter it.

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