Subtitles section Play video
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CHILLS
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5.
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Have you heard the story of the secret NES game Ladder to Oblivion by Max Shephard?
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The internet says there are 91 unlicensed NES games, but I know that's not true.
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There's one more, and I've seen it.
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It's real.
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At the end of this story, I'll show you a picture of it.
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By then, you'll understand why I will NEVER play it.
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But first, the backstory.
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As you probably know, when the Nintendo released its Nintendo Entertainment System (NES) in
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North America in 1986 it created a worldwide phenomenon.
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It had already sold over 2.5 million units in Japan and the success of the system in
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America single-handedly revitalized the struggling video game industry.
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By 1990, 30% of American households owned the NES, beating the percentage that owned
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personal computers by 7%.
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Mine was one of those households.
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I remember my Dad bringing the NES home for the first time, beaming with pride.
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I was in complete awe.
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I remember sitting in our sunken living room and playing Super Mario Bros. for hours upon
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hours, never sitting too close to the television for fear that my eyes would be damaged.
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That's what my mom said, at least.
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What I didn't know then that making games for the NES was big business.
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Part of the reason the NES was so successful is because Nintendo actively courted third
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party developers for its fledgling system.
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And because it possessed a near monopoly on the video game market, it was able to enforce
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its standards and policies with an iron fist.
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So much so that the United States Department of Justice actually started looking into Nintendo's
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business practices.
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When the FTC got involved, Nintendo changed some of the strict terms of its agreements.
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By Nintendo's count, there are 671 licensed games for the NES.
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That list grows to 677 if you include the three Tengen games that were only temporarily
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licensed, plus the several others like Miracle Piano which were left off of Nintendo's
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list.
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To enforce its licensing standards, Nintendo created the 10NES authentication chip.
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When the chip in the system detected the chip in the game pak, the game would be playable.
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Otherwise, no dice.
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As you can imagine, many companies either didn't want to pay the licensing fee or
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were rejected as officially licensed partners by Nintendo based on the quality of their
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games.
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Hence the 91 unlicensed games.
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You can see the list of them here.
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To skirt the protection of the 10NES chip, some companies configured their hardware to
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create a several millisecond voltage spike that “short-circuited” the authentication
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chip for just a moment and allowed the game to be played.
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Interesting stuff, right?
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I thought so.
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And so did my Dad.
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He worked for Nintendo in their development and icensing department during the late eighties
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and early nineties and got to experience all of this as it happened.
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But the story of Ladder to Oblivion does not begin with my Dad; it begins with Rob, the
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founder and original President of LTO, LLC, and his idea for a new video game.
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Rob was in his senior year at West Lafayettle High School in Indiana when Mario Bros was
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released for the NES.
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Like thousands of other kids around the country, he became obsessed pretty quickly.
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When Rob graduated, he decided to attend Purdue University to study Computer Science.
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He wanted to make video games.
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Purdue's Computer Sciences department moved into a newly renovated building in the fall
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of 1985 and Rob took full advantage of it when he started college the next year.
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Four years later he graduated at the top of his class.
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With honors.
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My Dad told me rob was one of the smartest people he'd ever met.
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Even so, Rob dealt with some personal demons.
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His mother raised him alone after his father was murdered in a home invasion when he was
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young.
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His mother was home when it happened, but her life was spared.
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The resulting trauma sent her careening through years of alcoholism and depression.
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Rob was neglected, as you can imagine, and eventually went into the custody of Child
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Protective Services.
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He acted out at first, but eventually rose above the shitty hand he'd been dealt.
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When Mario Bros came out his senior year, he found it to be the escape he'd been seeking.
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My Dad has told me the story about the day he first met Rob a dozen times.
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It was May 25, 1992.
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He remembered the date because the Friday prior was Johnny Carson's final Tonight
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Show and Jay Leno was announced as the new host that Monday.
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“Johnny wanted Letterman to replace him,” he said every time.
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“Not that Leno fella.”
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That Monday, he was sitting at his desk when the phone rang.
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The voice on the other side hesitated for a moment.
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“How'd you like to be rich?”, the man said.
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My Dad had heard a version of that question a hundred times and typically hung the phone
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up immediately when he heard it.
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This time was different.
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Something in the man's voice intrigued him.
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“I'd love to,” he joked.
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“Do you have a secret to winning the lottery?”
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The man didn't laugh.
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“I've got something much better,” he said.
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“And what's that?”
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my Dad shot back.
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“A new type of game.
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One the world has never seen before.”
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“I'm listening, “ my Dad continued.
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Rob introduced himself as the President of LTO, LLC, a game company.
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At the time, my Dad had no idea Rob was the only member.
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Rob went on to describe the game he was working on.
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It was a platform game where the main character moved across the screen from left to right,
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collected items and power-ups, and fought enemies.
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At the end of each level there would be a boss, with an ultimate boss at the end of
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the game.
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My Dad explained that Nintendo already had a game like that.
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It was called Mario Bros.
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My Dad said Rob told him the “differences were in the details.”
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The game would start with a young man who finds a strange wooden ladder protruding out
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of the ground.
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When he climbs down the ladder, he realizes he can't go back up again.
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The only way is forward.
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At the end of each level, the young man must fight a demon who appears in the form of someone
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from his past.
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It could be a teacher, a parent, or a friend, but the player would find out it was always
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someone who had harmed the main character in the past.
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After defeating the demon, the player climbs down to the next level.
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There would be nine levels total.
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In each, the screen would become darker and the enemies more powerful.
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By the ninth level, Rob explained, the player would barely be able to see his way through
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the darkness.
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At the very end, the ultimate boss appears.
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The player finally learns who he's been fighting to reach the entire time: a mirror
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image of himself.
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Defeating the boss reveals a new ladder that leads back up to the surface.
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“What happens when the player fails?”
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my Dad asked.
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“You don't want to know,” Rob said cryptically.
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“Can you tell me what it's called?”
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“Ladder to Oblivion,” Rob almost whispered.
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Eventually, Rob convinced my Dad to meet with him in order to show him the game.
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It wasn't quite finished yet, but the first seven levels were playable.
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“I was mesmerized,” my Dad told me.
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“The game made me feel like no game ever had before.
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The bosses at the end of the levels – I started seeing them as the people in my life
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who had wronged me.
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A teacher in fourth grade who humiliated me in front of the class.
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An old high school friend that had stolen my girlfriend.
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It almost felt like that game….changed, depending on who was playing it.”
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When my Dad brought the game to Nintendo, they refused to approve LTO, LLC as an officially
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licensed developer.
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Nintendo had very strict rules about the type of content that their partners could include
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in their games.
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No nudity, no gore, no cursing, and no religious symbols, among others.
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Ladder to Oblivion's theme and content didn't fall under the recognized restrictions, but
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it was rejected anyway.
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“It's too dark,” was the only explanation given.
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Rob was crushed, my Dad said.
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Understandably so.
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He'd worked on Ladder to Oblivion for the better part of three years.
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My Dad told me the day of the final rejection was the last time he'd ever spoken to Rob.
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He never saw him again.
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I begged him several times to try and get in touch with Rob.
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Maybe he still had a copy of the game and we could play it together.
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“Maybe,” he'd say, averting his eyes, “I'll see if I can dig up his number.”
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I believed my Dad all these years.
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For all I knew, the story of Ladder to Oblivion, the NES game that never was, ended the day
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my dad said it did.
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Yesterday I found out I was wrong.
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It's hard to even type this, but yesterday my Dad committed suicide.
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It was a shock to my entire family.
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He seemed happy and never acted like he was depressed.
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My mother found him in the woods behind our house, the shotgun he'd used several inches
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from his outstretched hand.
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I was devastated.
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Still am.
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Last night, I went to the one place where I felt closest to my Dad: his study.
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We'd spent hours in there together playing old NES games and reliving his days at Nintendo.
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On a whim, I ended up grabbing Marios Bros. ouf of its case.
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I was going to play a final game in honor of my Dad.
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When I flipped the door open, I found there was already a game inside.
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My Dad NEVER left games inside the console.
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He said it made them wear out quicker.
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It was Ladder to Oblivion.
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The art was just how I'd pictured it all those years.
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An 8-bit image of a ladder descending into a raging fire.
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A note was taped to the back.
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The note contained the real story of Ladder to Oblivion – the NES game that did come
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to be.
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I considered transcribing the entire thing, but realized that would be disrespectful towards
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my Dad.
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The note was addressed directly to me; he'd meant the words within for my eyes only.
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Plus, the words are dark.
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They aren't a proper representation of my Dad at all.
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I hope you don't mind that I paraphrase.
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The day of the rejection, my Dad went and saw Rob.
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He was already obsessed with Ladder to Oblivion.
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After a lengthy discussion, Rob asked my Dad to join LTO, LLC as a partner.
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It was Rob's plan all along and was the reason he'd asked my Dad at the beginning
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if he wanted to be rich.
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Together they'd complete Ladder to Oblivion and release it as an unlicensed game.
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My Dad knew all about Nintendo's authentication chip and how to work around it.
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They both understood that many of the companies that produced unlicensed games, like Tengen,
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Atari's software branch, and Color Dreams/Bunch Games/Wisdom Tree (they changed their name
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every so often so people would forget about how crappy their previous games were) actually
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did very well in the market.
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They knew the risk – that Nintendo could come up with a solution that would lock Ladder
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to Oblivion out of the NES forever – but were willing to take it.
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Of course, my Dad would be a silent partner.
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He still needed his job at Nintendo.
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It's what paid the bills, after all.
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In seven months, Rob finished Ladder to Oblivion.
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The two were ecstatic, but their joy would be short-lived.
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The night Rob completed the game, he called my Dad and told him it was finally finished.
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My Dad was excited beyond measure.
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The next day, my Dad had the game loaded onto two pre-production cartridges.
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He had a friend in the art department whip up a label, complete with Nintendo's Seal
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of Quality.
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That way, they'd think he was working on something for the company.
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Once they were ready for a large production run, he'd have them made off-site.
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He didn't want to take any chances.
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Rob told him not to play the game yet - he still needed to do a complete play through
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from start to finish.
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To catch any remaining bugs.
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My Dad reluctantly agreed.
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Rob agreed to call him when he'd finished so he could meet my Dad and do a play-through
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with him.
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Five days later, my Dad showed up at Rob's house unannounced.
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He hadn't talked to Rob since the phone call and in his paranoia was worried that
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Rob had decided to release the game on his own and cut my Dad out of the profits.
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What he found was much worse.
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Rob was dead.
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I assume by suicide, but the note is unclear.
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There's a lot of rambling at this part about God and the Devil and a lot of sentences have
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been scribbled over so heavily, the words are mostly illegible.
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It looks like Rob left a note.
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The only words were “Never climb the ladder.”
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More scribbled out words.
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At the end of that page, my Dad writes, “He finally faced himself.”
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My Dad moved on undeterred.
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He was terribly upset at Rob's death, but the game had taken control of his life.
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Ever since he'd played it that first time, he said, he'd been battling a secret depression.
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The only thing he believed would make him happy again was to release Ladder to the public.
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The very next day, my Dad brought on a new partner: a friend from Purdue named Eddie
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who was always looking for business opportunities.
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That night, they got together to play the game.
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My Dad started, but ended up leaving after the 7th level to grab some pizza.
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When he returned, he found Eddie dead, “Game Over” flashing on the screen.
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Eddie had taken a kitchen knife and slashed both of his wrists.
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The note gets harder and harder to read, but I think he carved something into his arm.
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“UXXy inXXXe.”
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I'm not sure what that means.
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He says at that point, he was convinced the game was responsible for both Rob and Eddie's