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It wanted to work on another game with a large install base. However, during that summer, General Computer was developing another kit. However, General Computer was no longer allowed to market enhancement kits without the permission from the distributor of the original game as part of the settlement. It dropped the suit, and General Computer made $50,000 a month. So, Atari just hired these dropouts on October 1981. He also said the court appearances gave them extra publicity. Golson noted that Atari was the high-tech company back then. However, Atari soon sued them for $15 million. At that point, they all dropped out of MIT. They sold 1,000 copies of their enhancement kit in two months, making a profit of $250,000. Still, what they sold was a single circuit board that owners of Missile Command could then insert inside the original’s cabinets. They also used complicated hardware to make sure no one could copy their game. That’s why they didn’t use the Missile Command name. Intellectual property was still a problem, though. They eventually figured out how it worked and used graph paper to design new characters. Essentially, they reverse-engineered the game to reprogram it. Along with Golson, they created Super Missile Attack, an enhancement kit for Missile Command. Macrae and Curran were looking for a speed-up kit for it but couldn’t find one, so they decided to make their own. Of course, copyright quickly became a problem, and these kits were easy for others to copy. However, more advanced kits could introduce new characters and levels. This allowed arcades to present old works as completely new games. The first speed-up kit came out for Asteroids, which literally sped the game up.
