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Reverse Engineering Vs Nintendo Case Study

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INTRODUCTION
Profession that involve in design, manufacturer, construct and maintain the products, systems and structures are called as an engineering. There are two types of engineering that is forward engineering and reverse engineering (Engineering & Design, 2016). The definition of forward engineering is a traditional process of moving from high-level abstractions and logical designs to the physical implementation of the system. There are may be a physical part without any technical details, for example drawings, bills of materials or without engineering data. Reverse engineering is defined as the process of duplicating an existing component, subpart of component, or product without the aid of drawings, documentation or computer model (In
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and TENGEN, INC., Plaintiffs-Appellants, vs. NINTENDO OF AMERICA INC. AND NINTENDO CO., LTD., Defendants-Appellees. Nintendo sued Atari for copyright infringement, unfair competition, patent infringement and trade secret violation, among other things. While Atari sued Nintendo for unfair competition, Sherman Act violation and patent infringement.
The Nintendo Entertainment System (NES), Nintendo home video game entertainment system which contain a set of monitor, console, and controls. Users insert the cartridges into the console, a base unit of the NES system. The cartridges contain various games. As programmed by the developers into the cartridge, the console controls an image on a monitor, often television. Players then manipulates this image via controller. Therefore, players play the game on the cartridge in the NES system by controlling the controller in response of the image. For example, a set of obstacles or maze generated by the game program to the video display. The player then manipulates the controller to guide the object out of the maze or through obstacles. The game then awards the player with scores for passing through the obstacles or
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