Appendix — North American Philips Consumer Electronics Corp. v. Atari, Inc.
Supreme Court brief1982
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Anited States Court of Appeals
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No. 81-2920
ATARI, a Delaware corporation, and Mipway Mrc.
Co., an corporation,
ARGUED JANUARY 19, 1982—Decipep Marcu 2, 1982
Before Woop and EscHpacu, Circuit Judges, and
Gorpon, District Judge.*
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USCA 5730—Midwest Law Printing Co. Inc. Chicago—3-10-62—450
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Opinion by Judge Wood
JUDGMENT—ORAL ARGUMENT
United States Court of Appeals
For the Seventh Circuit
Chicago, Illinois 60604
March 2, 1982.
Before
Hon. CHARLINGTON WOOD, JR., Circuit Judge
Hon. JESSE E. ESCHBACH, Circuit Judge
Hon. MYRON L. GORDON, District Judge*
ATARI, INC., a Delaware corporation, *
and MIDWAY MFG. CO.., an Illinois
corporation,
Plaintiff: Appellants, from the United States
ts ty ty By BE
No. 81-2920 District of Minots Eastern Divi-
vs. ‘ sion.
NORTH AMERICAN PHILIPS CON.
SUMER ELECTRONICS CORP., a George N. =
Tennessee corporation, and PARK
Sy oe
Defendants-Appellees.
This cause was heard on the record from the United States
District Court for the Northern District of Illinois, Eastern
Division, and was argued by counsel.
On consideration whereof, IT IS ORDERED AND AD.
JUDGED by this Court that the judgment of the said District
Court in this cause appealed from be, and the same is hereby,
—
* The Honorable Myron L. Gordon, District Judge of the United States District
Court for the Eastern District of Wisconsin. is sitting by designation.
yy.
Hon. HARLINGTON WOOD, JR., Circuit Judge
Hon. JESSEE E. ESCHBACH, Circuit Judge
Hon. MYRON L. GORDON, District Judge*
5
ATARI, INC., a Delaware corporation,
and MIDWAY MFG. CO., an Illinois
Plaintiffs- Appellants,
No. 81-2920 vs.
NORTH AMERICAN PHILIPS agg
SUMER ELECTRONICS tee F
TELEVISION, d/b/a Park
Home Entertainment Center, an
Partnership,
Defendanis- Appellees :
For reasons which we present in our opinion entered
today, we grant plaintiffs-appellants’ motion for injunction,
pending this Court’s final disposition of the appeal.
It is ordered that this matter is remanded forthwith to the
district court’ for the limited purpose of additional proceedings
for the entry of an order by the district court enjoining, pending
* District Judge Myron L. Gordon. of the Eastern District of Wisconsin. is sitting
by designauon
* Cireuit Rule 18 shail not apply.
C2
final disposition of the appeal, the defendants’ infringing
The order entered by the district court shall provide that its
enforcement shall be supervised by that court.
This order is without prejudice to the setting of a bond by
the district court staying the enforcement of the injunction
pending completion of the proceedings in this Court or before
the Supreme Court of the United States.
Piaintiffs shall file a status report on these proceedings on
limited remand on or before Monday, March 8, at 5:00 p.m. or
within 24 hours of the district court’s order, whichever is sooner.
be a ee
DI
IN THE UNITED STATES DISTRICT COURT
FOR THE NORTHERN DISTRICT OF ILLINOIS
; EASTERN DIVISION
ATARI, INC., a Dela corporation, |
and MIDWAY MFG. CO. an Illinois
corporation,
No, 81 C 6434
NORTH AMERICAN PHILIPS CON- | Before the Honorable
SUMER ELECTRONICS CORP. a [ Coors N. Lelghion
Tennessee corporation, and PARK United States District Judge
TELEVISION nuted
This suit, alleging infringement of a copyright, deceptive
Atari, Inc., a Delaware corporation, and Midway Mfg. Co.,
an Illinois corporation, owners of exclusive rights to the “Pac-
Man” copyright, have moved for a preliminary injunction
barring defendants, North American Philips Consumer Elec-
tronics Corporation and Park Television, d/b/a Park Magna-
vox Home Entertainment Center, “their employees, servants,
D2
agents, and all persons in active concert with them, from
advertising, distributing, displaying, performing, selling, or
offering for sale, the ‘K. C. Munchkin’ home video game, or in
any other manner violating plaintiffs’ exclusive rights under the
copyright in the ‘Pac-Man’ audio-visual work.” Evidence has
been heard consisting of testimony of witnesses and exhibits
which have been offered and received. It has been agreed
between the parties that for the purpose of this proceeding, the
validity of the copyright is not an issue; nor is it contested that
during the relevant period defendants had access to the arcade
video game, “Pac-Man.” The issue to be resolved, however, is
whether plaintiffs have established a likelihood that on the
merits they will succeed in proving that defendants have
infringed the copyright to “Pac-Man,” and have engaged in
deceptive trade practices and unfair competition. Resolution of
this issue requires reference to the facts, including a detailed
description of the two games.
A. Background
Plaintiff Atari, Inc., a leading developer and manufacturer
of home video games and personal computers, is a Delaware
corporation with its principal place of business in Sunnyvale,
California. It markets and sells its products to dealers and
distributors on whom it depends for sales to consumers. Plain-
tiff Midway Mfg. Co., a leading developer and manufacturer of
coin-operated video games, is an Illinois corporation, having its
principal place of business in Franklin Park, [linois. Its coin-
operated games are placed for use in a wide variety of public
places, such as arcades, bars, hotels, shopping centers, retail
stores, and restaurants.
corporation, is a citizen of Tennessee, organized under the laws
Midway their exclusive ownership of the copyright to “Pac-
Man.” These rights have great monetary value.
For example, since October 31, 1980, Midway has sold in
excess of 75,000 “Pac-Man” video games throughout the
United States a for wholesale value in excess of $150 million.
Each “Pac-Man” game sold by Midway contains a notice of its
claim of co might. The game has achieved widespread
popularity among members of the American public. It has
been the subject of numerous unsolicited news reports and has
been featured on a number of nationwide television programs.
Opinion polls rank it second among uy.ight coin-operated
video games in earnings. Widely circulated magazines of the
video game industry have published pools relied upon by those
in the video game industry. As a result of the game's
Popularity, Atari has engaged in transactions that represent
large investment in its future dintribution for home video and
Personal computer use. It has paid substantial sums of money
and has obligated itself to pay royalties for its exclusive
ownership in “Pac-Man”. In all, Atari has expended in excess
of $1.5 million in licensing, developing, and advertising its
B. The “Pac-Man” game
“Pac-Man,” as it is now on the market, is an arcade maze-
chase game. It is housed in a six feet tall and approximately
twenty-four inch wide cabinet that has a viewing plate facing
diagonally upwards toward a player standing in front of it.
Through the viewing plate, a player sees a television type
display, an oblong shaped maze with varying size and shape of
geometric figures, and a number of characters, one a yellow dot
with a V-shaped aperture at one side which opens and closes
like a mouth. The maze *ppears in double blue lines; and
throughout are several hundred evenly spaced pink dots which
the central, yellow character gobbies as he moves about.
There are four other moving figures or characters, identical
except that one is red, one blue, one turquoise, and one orange.
All of these, sometimes called goblins, have eyes and appen-
dages which simulate feet. They do not consume the dots, but
move in a prearranged pattern about the maze which is
unchang ag. In the center is a blue box to which the goblins
return each time the player begins a game. Four of the pink
dots, located at approximately the four corners of the maze, are
those dots, the goblins change color to blue. When the goblins
are in their original variety of colors, the central character is
vulnerable, so that when the central character and one of the
goblins collide, the central character is deflated ( with accom-
panying audible sounds). At this point that particular play, but
not the game, is finished.
When the goblins turn to blue for a few seconds, they are
vulnerable to the gobbler and can be consumed by it, thus
scoring points for the player. The player also gains points by
avoiding the goblins and consuming the normal sized pink dots
in the maze. The player may additionally gain points by
consuming various fruit symbols placed “ear the center of the
maze. The game is controlled by a joy stick on "he front of the
arcade structure so that a player can guide the ,\obbler up or
Ey
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down, and left or right, through the fixed maze. Throughout
the play of “Pac-Man,” a number of musical notes are sounded
for the audio portion of the game, and also a number of
whistles and siren-like sounds can be heard in the background.
C. The “K. C. Munchkin” Game \ 6
“K. C. Munchkin” has physical features which meet the
technical requirements for presenting a game in an arcade type
of viewer. These technical differences result in a different visual
display. “K. C. Munchkin” as a home video game is also a
maze-chase; but the maze is rectangular and appears on the
home video screen as broader than it is tall, and there are more
horizontal passageways in which the characters can move than
in “Pac-Man”. In “K. C. Munchkin”, there is a practically
infinite number of mazes, all of which give patterns as a matter
of mechanics, as a matter of appearance, and as a matter of
play tactics ana technique. There is variability of mazes in
“K. C. Munchkin.”
The characters in “K. C. Munchkin” are different from
those in “Pac-Man”. In “K. C. Munchkin,” the central
character, the munchkin, appears as a blue figure with horns,
normally with a smile, but when he is attacked by a monster,
his smile turns to a frown; and then he evaporates upwardly
from the screen. The character, or the appearance of the
central figure, is that he initially faces the viewer rather than
showing 2 profile. As he moves along the maze he shows a
profile, and when he stops, he turns around to face the viewer
with another smile. Thus, the central character is made to have
a personality which the ceaual character in “Pac-Man” does
not have. “K. C. Munchkin” has munchers which are much
“spookier” than the goblins in “Pac-Man.” Their legs are
longer and move more dramatically; their eyes are vacant, all of
these features being absent in “Pac-Man.” The munchers are
red, green, and yellow.
Oe OT. ee aS ee — Ca 0 ee eee Ee
An apparent difference, from the point of view of play of
the two games, is the changing orientation of the center of the
maze in “K. C. Munchkin.” In “Pac-Man,” the center portion
of the maze is elongated to accommodate the goblins and is
stationary, never changing. The goblins simply move upward
out of a fixed center “box” into the maze, while in “K. C.
Muachkin,” the first mode of play shows the center of the maze
as a box changing the open side by ninety degrees every two or
three seconds.
There are only twelve dots in “K. C. Munchkin™ as
opposed to over two hundred dots in “Pac-Man”.” In “K. C.
Munchkin,” the dots are randomly spaced, whereas in “Pac-
Man,” the dots are uniformly spaced. Furthermore, in “K. C.
Munchkin,” the dots are square and are always moving, and
when the game is played, it becomes progressively more
difficult for the central character to catch the remaining dots
after he consumes the first one or two. The remaining dots
accelera‘e so that toward the end the dots reach the same speed
as the munchkin. The last dot is the most difficult to catch. It
cannot be caught by overtaking it; it must be munched by
strategy.
In playing the “K. C. Muachkin” game, it is necessary for
the player to “out-think” the movements of the dots which is
not the way that “Pac-Man” is played. In “K. C. Munchkin,”
the player must observe the whole grid and anticipate the
movements of characters and dots; while in “Pac-Man,” the
characters follow a set pattern, one which a skilled player can
determine fairly readily. The dots do not move at all.
And in “K. C. Munchkin,” in several of the modes of play,
the maze is a periodically changing pattern or is a disappearing
maze, that is, it appears on the screen when the player stops
moving the munchkin and disappears when the munchkin is in
motion, so that the person who is playing has to anticipate
where the walls of the maze might be. These disappearing
maze modes are not present in “Pac-Man.” “K. C. Munchkin”
D7
makes it possible for a player to program the maze shown on
the screen by operation of the console. Stated another way, the
player might draw on the screen whatever walls he wishes to
create in the maze, thus creating a continuously changing maze
from game to game. This is < significant difference in appear-
ance from the fixed maze of “Pac-Man.” a
Finally, “K. C. Munchkin” has a set of sounds accom-
panying it which are distinctive t» the whole line of Odyssey
home video games. These sounds are not at all like the sounds
which are played in the arcade form of “Pac-Man.” The tone
sequences are different, the notes are different, and create an
entirely different impression on the listener. The reason for the
sounds in “Pac-Man” is its installation in arcades where there
are many competing noises from neighboring games and
players.
“K. C. Munchkin,” as a home audio-visual video game,
was create. for defendant North American by Ed Averett,
independent contractor, who has been its consultant in creating
home video games for the last four years. His first interest in
developing the game was met by a desire of North American
executives to obtain a license to usé “Pac-Man.” Overtures were
made to Midway Mfg. Co. without success. Mr. Averett, on the
other hand, had developed approximately 21 such games, one
of which was called “Take the Money and Run.” That game is
a maze-chase game whose maze configuration is rectangular
and almost identical with that in “K. C. Munchkin.” In the
development of “K. C. Munchkin,” Mr. Averett’s wife, a highly
skilled computer programmer, offered several suggestions
which were adopted in the creation of “K. C. Munchkin,” the
most notable of which was the moving dot principle. Prior to
embarking on the development of his game, Mr. Averett, in the
company of a North American executive, saw a “Pac-Man” in
an Atlanta, Georgia airport arcade. On at least one occasion
before completing his design, he played a “Pac-Man.” He was
not impressed with the game because, in his judgment, it did
: mode to mode, but also a change during the course of each
| game, and made them programmable. Mr. Averett and his
wife were both quite enthusiastic about the use of movable dots
to be caught, both from the standpoint of building challenges
into a game and also from the attractiveness of the game to a
home video game player. The movement of the dots makes a
maze-chase game much more challenging to play and less likely
to lose interest for players over a period of time. The
movements of the munchers was another item on which he
wanted to exercise creativity; and in creating the “K. C.
Munchkin” game, he wanted to give these the appearance of
thinking so that they would be challenging to avoid. Accord-
ingly, Mr. Averett and his wife built into “K. C. Munchkin” the.
need for a player to out-maneuver or trap the dots as they move
about the mazes, and “out-think” ©oth the dots and the
munchers as they move in apparently purposeful fashion For
Mr. Averett, it was necessary to trap the dots through skill
rather than simply chase them around. These features in the
initial version of “K. C. Munchkin” have been carried over into
the final version.
The executives at North American were aware of possible
difficulties with the plaintiffs in this action, even though they
believed their “K. C. Munchkin” game was different from
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“Pac-hian.” They urged Mr. Averett to create more differences;
and consequently, the game’s central character was given its
ultimate appearance by changing the shape, adding antennas,
and changing the color from yellow to blue. The colors of the
munchers were changed in order wo get away from even a
cosmetic similarity to the colors in “Pac-Man”. The revised
version of “K. C. Munchkin” was approved by the defendant
North American in August 1980 and pro-luction was begun.
D. The post-production events
In the advertising, sale and distribution of its game, North
American took steps which its executives believed would avoid
any possible conflict or confusion between “K. C. Munchkin”
and “Pac-Man.” Internal instructions were issued within the
company to avoid use of all trade names, trademarks, or trade
designations of others in connection with the game promotion.
Specifically, instructions given were for the purpose of avoiding
any reference to the “Pac-Man” game. On October 27 and
November 27, 1981, memoranda were addressed to its sales
force in which North American stressed that it did not want
“others to misapply our game names and trademarks to their
games. Likewise, we should not use other people's trademarks
of game names to refer to our own games [sic].” The advertise-
ments used referred to the “K. C. Munchkin” video game
cartridge, iis packaging for that cartridge, and the instruction
manual; it aid not include any material which could reasonably
result in confusion with “Pac-Man.”
One of North American’s distributors in the greater
metropolitan Chicago area is “Minnesota Fats, the Video
King ” This company is an independent retailer who purchases
hor.e video games from North American, but is not controlled
by it. It does not now receive any advertising allowance from
North American for games, and has not done so for some time
in the past. On November 13, 1982, in a Chicago-Sun Times
advertisement, Minnesota Fats included a description of “K. C.
DIO
Munchkin” saying that it was “a Pac-Man type game.” The
insertion of this statement was not with permission of North
American or any of its executives.
Some of North American’s dealers in the Chicago area are
On a cooperative advertising basis, but not Minnesota Fats. Co-
op advertising dealers submit ads to North American for prior
approval; and all approvals of cooperative advertising come to
the attention of North American's district general manager, Mr.
Ronald E. Giese. He administers and enforces North Ameri-
can’s policy of avoiding use of any other trademark, trade
name, or other trade designation. Ordinarily, the November
13, 198i advertisement by Minnesota Fats would have come to
Mr. Geise’s attention, but in fact did not. After the advertise-
ment appeared in the Chicago-Sun Times, Mr. Geise hearned of
this fact. A North American representative was instructed to
call Minnesota Fats for the purpose of attempting to get that
company to delete any reference of “Pac-Man” game in any
future advertisement.
On the same day that the Minnesota Fats advertisement
appeared in Chicago newspapers, Linda Pierce, a lega! secre-
tary employed ivy the law firm represenung Atari, was instruct-
ed to locate and purchase a “K. C. Munchkin” home video
game. After calling several Chicago Loop department stores,
Ms. Pierce contacted Wieboldt’s at One North State Street in
Chicago and spoke to a Mr. Sarno. She wid him that she
wanted to purchase a “K. C. Munchkin” home video game but
he mistakenly believed that the game she wanted could hook
up to a television set. Mr. Sarno explained to Ms. Pierce he
thought she was confused and told her that the “K. C.
Munchkin” home video game was a cassette that could be
played on an Odyssey II home video system. He then explained
to her that the “*K. C, Munchkin’ game was just like ‘Pac-
Man.’” He told her they did not have the game, but expected
to have some in the near future.
A
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Two days later, Thomas P. Gallo, another investigator for
Atari's lawyers, called one of Minnesota Fats’ locations in Oak
Lawn, Illinois in order to investigate North American's method
of selling its “K. C. Munchkin” game at retail. Mr. Gallo knew
that Minnesota Fats had advertised “K. C. Munchkin” as a
“*Pac-Man’-type game.”’When he entered the store, he ap-
proached a female sales clerk asking to purchase a “K. C.
Munchkin.” There were only three such games in stock. He
purchased one; and in a conversation, the salesgir! told him that
the “K. C. Munchkin” was “just like ‘Pac-Man.’ When Gallo
asked her if the store had a “Pac-Man,” she said it didn’t but
that they would have it in March; and the cost would be
“probably higher, it’s hard to say.” In the same investigation,
Gallo called a Magnavox Home Entertainment Center in
its allotment of “K. C. Munchkin.” Mr. Gallo was told that the
distributorship received an allotment of a limited number of
test units of “K. C. Munchkin.” Gallo was unsuccessful in
locating any additional “K. C. Munchkin” units since all the
distributors he contacted had either sold out the game, or did
not initially receive any.
From these facts, the court concludes that plaintiffs have
not shown a probability that when this case is heard on its
merits they will prove that defendants, in manufacturing and
distributing “K. C. Munchkin,” have infringed the copyright to
“Pac-Man.” In a copyright case, as in all others, a plaintiff
seeking preliminary injunctive relief must demonstrate that
there is a substantial likelihood of success on the merits at trial.
issues, that the threatened injury to the movant outweighs the
damage which the injunction may cause the opponent, and that
the injunction will not be adverse to the public interest. Dallas
Di2
Cowboys Cheerleaders vs. Scoreboard Posters, G00 F.2d 1184,
1187 (Sth Cir. 1979); Metro-Goldwyn-Mayer vs. Showcase
Atlanta Co-op. Prod., 479 F.Supp. 351, 355 (N.D. Ga. 1979).
Whether a preliminary injunction will issue is entrusted to the
discretion of this court. The factors which should guide exercise
of this discretion are:
(1 )the threat of irreparable harm to the plaintiff; (2) the
state of the balance between this harm and the injury that
granting the injunction will inflict on other parties litigant:
(3) the probability that plaintiff will succeed on the merits;
and (4) the public interest.
Dataphase Systems, Inc. vs. C. L. Systems, Inc., 640 F.2d 109,
113 (8th Cir. 1981). No one of these is determinative.
In this proceeding, plaintiffs’ ownership of a valid cop-
yright is conceded; therefore, allegations of irreparable injury
need not be detailed, because such injury can normally be
presumed when a copyright is infringed. Wainright Securities,
Inc. v. Wail Street Transcript Corp., 558 F.2d 91, 94 (2d Cir.
1977), cert. denied, 434 U.S. 1014 (1978); 98 S.Ct. 730. But, in
order to prevail on their claim of copyright infringement,
plaintiffs must prove that defendants performed and distributed
games copies from the audio-visual work, “Pac-Man.” Scogt v.
W. K. J. G., Inc. 376 F.2d 467 ( 7th Cir. 1967), cert. denied, 389
U.S. 832 (1967); cf. Bell v. Combined Registry Company, 397
F.Supp. 1241 (N.D. Ill. 1975), 429 U.S. 1001; 97 S.Ct. 530; see
3 M. Nimmer, Copyright $$ 13.01 13.02[A] 1978). In this
court’s judgment, plaintiffs, on a trial of the merits, will not be
able to make this proof.
“Copied,” within copyright infringement cases, is shown
“if ordinary observation would recognize it as having been
appropriated from or patented after the copyrighted work.”
Peter Pan Fabrics, inc. v. Arcadia Co., \73 F.Supp. 292, 300,
274 F.2d 487 (1960). “Copying” proscribed by copyright law
means more than tracing original, line by line; to some cxtent it
includes appropriation of artist’s thought in creating his own
D13
form of expression. Franklin Mint Corp. v. National Wild Life
Ant Exchange, Inc., 575 F.2d 62, 65 (3d Cir. 1978), cert.
denied; see C. M. Paula Co. v. Logan, 355 F Supp. 189, 191
(N.D. Tex. 1973).
Since plaintiffs cannot prove copying, they advance the
theory that “K. C. Munchkin” is substantially similar to “Pac-
Man.” However, substantial similarity for copyright in-
fringement purposes it is determined by the ordinary observer
test. Novelty Textile Mills, Inc. v. Joan Fabrics Corp., 558 F.2d
1090, 1093 (2d Cir. 1977); of., Walter vy. University Books, Inc.,
602 F.2d 859 (9th Cir. 1979). But evidence in this record
shows that “K. C. Munchkin” is not substantially similar to
“Pac-Man.” In fact, it has been established in this proceeding
that defendants created their game from a source they had
utilized before “Pac-Man” came into existence; the maze
defendants utilized is different, and the way their game is
played is different from plaintiffs’ “Pac-Man.”
As to plaintiffs’ claims of deceptive trade practices and
common law unfair competition by confusion of goods, no
showing has been made of probable success on the merits. The
test of confusion of goods is whether similitude of labels would
probably deceive a purchaser exercising ordinary prudence, not
whether it would deceive a carcless buyer who makes no
examination. Avrick v. Rockmont Envelope Co., 64 F Supp.
765, 766 (D.C. Colo. 1945) rev'd on other grounds, 155 F.2d
568. The evidencs does not show a similitude of labels by
which plaintiffs sell “Pac-Man” and those under which defend-
ants distribute and sell “K. C. Munchkin.” Neither the testi-
mony of Mr. Gallo, nor the affidavit of Ms. Pierce shows a
confusion by members of the public of plaintiffs’ video game
with that of defendants’. The advertisement by Minnesota Fats
referring to “K. C. Munchkin” as “a Pac-Man type game” did
not confuse one game with the other. se bsaginam wih
which the two were separately identified.
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questionable. Eagle-Friedman-Roedetheim Co. v.
Co., 204 F.Supp. 679 (D.C. Pa. 1962); Dallas Cowboys
Cheerleaders v. Scoreboard Posters, 600 F.2d 1184, 1187 (Sth
Cir. 1979); O'Neill Developments, Inc. v. Galen Kilburn, Inc.
Slip Op. (N.D. Ga. October 22, 1981).
Dated: Dec 4 1981
i
‘5
APPENDIX E
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IN THE UNITED STATES DISTRICT COURT
FOR THE NORTHERN DISTRICT OF ILLINOIS
EASTERN DIVISION
ATARI, INC.., eiewene cespeniee
and MIDWAY MFG. CO. an
corporation,
Plaintiffs, No. 81 C 6434
NORTH AMERICAN PHILIPS CON. > Before the Honorable
SUMER ELECTRONICS CORP., a George N. Leighton,
Tennessee and PARK | United States District Judge
In accordance with the Opinion and Order, each dated
March 2, 1982, of the United States Court of Appeals for the
Seventh Circuit in Appeal No. 81-2920 in this matter ( copies of
which are attached heretc ), defendants, North American Phil-
ips Consumer Electronics Corp. ( North American), and Park
Television, d/b/a Park Magnavox Home Entertainment Center
(Park), and all of their respective officers, agents, servants,
employees, and attorneys, and those persons in active concert or
participation with them who receive actual! notice of the order
by personal service or otherwise, are hereby enjoined and
forming, selling, or offering for sale a video game cartridge
known as “K. C. Munchkin”, or in any other manner violating
plaintiffs’ exclusive rights under the copyright in the Pac-Man
audiovisual work pending final disposition of Appeal No. 81-
2920. This injunction shall be supervised by this court in
accordance with the order of the United States Court of
Appeals for the Seventh Circuit. This order shall be effective
upon the filing with the Clerk of the United States District
Court for the Northern District of Illinois by plaintiffs of a boad
in the amount of One Hundred Thousand Dollars
($100,000.00).
Dated: March 5, 1982
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RELEVANT PARTS OF STATUTES
INVOLVED
Copyright Act of 1976, 17 U.S.C. §§ 101 ef seg.
$101. Definitions
As used in this title, the following terms and their variant
forms mean the following:
“Audiovisual works” are works that consist of a series of
related images which are intrinsically intended to be shown by
the use of machines, or devices such as projectors, viewers, or
electronic equipment, together with accompanying sounds, if
any, regardless of the nature of the material objects, such as
films or tapes, in which the works are embodied.
§ 102. Subject matter of copyright; In general
(a) Copyright protection subsists, in accordance with this
title, in original works of authorship fixed in any tangible
medium of expression, now known or later developed, from
which they cen be perceived, reproduced, or o:herwise commu-
nicated, either directly or with the aid of a machine or device.
Works of authorship include the following categories:
(1) literary works;
(2) musical works, including any accompanying
words;
(3) dramatic works, including any accompanying
music;
(4) pantomimes and croreographic works;
. (5) paccorial, graphic, and sculptural works;
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4
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(6) motion pictures and audiovisual works; and
(7) sound recordings.
(b) In no case does copyright protection for an original
work of authorship extend to any idea, procedure, process,
system, method of operations, concept, principle, or discovery,
regardless of the form in which it is described, explained,
illustrated, or embodied in such work.
§ 501. Infringement of copyright
(a) Anyone who violates any of the exclusive rights of the
copyright owner as provided by sections 106 through 118, or
who imports copies or phonorecords into the United States in
violation of section 602, is an infringer of the copyright.
Gi
IN THE UNITED STATES DISTRICT COURT
FOR THE DISTRICT OF MARYLAND
ATARI, INC.
v. CIVIL NO. Y-81-803
Benjamin Lipsitz, Esquire, Baltimore, Maryland, and Arthur J
Levine, Esquire, Washington, D.C.. counsel for the defendant.
YOUNG, United States District Judge
MEMORANDUM OPINION AND ORDER
Atari, Inc., holder of a copyright on the electronic video
game “Asteroids,” seeks to enjoin defendants Amusement
World, Inc., and its president Stephen Holniker, from manufac-
turing or distributing any product in violation of plaintiff's
copyright.
$125,000,000 making “Asteroids” the largest-selling video
corporation employing a total of five people. Its business has
consisted largely of repair work on coin-operated games, but
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recently it has attempted to enter the lucrative video business by
producing and distributing a video game called “Meteors.”
On March 13, 1981, plaintiff first became aware that
defendants were selling “Meteors,” which plaintiff alleges is
substantially similar to “Asteroids.” On March 18, 1981, plain-
tiff sent defendants a cease and desist letter, which defendants
have ignored. Plaintiff then filed suit and now seeks injunctive
relief.
THE GAMES
Each of the two video games is contained in a cabinet with
a display screen and a control panel for the player. The course
of the game is controlled by a computer program, which has
been chemically implanted to printed circuit boards inside the
cabinet. When no one is playing the game, the machine is in
the so-called “attract mode,” in which there appears on the
display screen an explanation of the. game and/or a short
simulated game sequence, which is intended to attract custom-
ers. Placing a coin in the machine causes it to go into “play
mode,” in which the computer program generates scenes of
dangerous situations, to which the player responds by pressing
various buttons on the control panel.
The principle of the two games is basically the same. The
player commands a spaceship, represented by a small symbol
that appears in the center of the screen. During the course of
the game, symbois representing various sized rocks drift across
the screen and, at certain intervals, symbols representing enemy
spaceships enter and move around the screen and attempt to
shoot the player’s spaceship. Four control buttons allow the
player to rotate his ship clockwise or counterclockwise, to move
the ship forward, and to fire a weapon. A variety of appropri-
ate sounds accompany the firing of weapons and the destruction
of rocks and spaceships.
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Many of the design features of the two games are similar
or identical. In both games:
(1) There are three sizes of rocks.
(2) The rocks appear in waves, each wave being
composed initially of larger rocks.
(3) Larger rocks move more slowly than smaller ones.
(4) When hit, a large rock ¢plits into two medium
rocks, a medium rock splits into two small ones, and a
small rock disappears.
(5) When a rock hits the player’s spaceship, the ship
’ is destroyed.
(6) There are two sizes of enemy spaceships.
(7) The larger enemy spaceship is an easier target
than the smaller one.
(8) The player’s ship and enemy ships shoot projec-
tiles.
(9) When a spaceship’s projectiles hit a rock or
another ship, the latter is destroyed immediately.
(10) The destruction of any rock or spaceship is
accompanied by a symbol of an explosion.
(11) When an enemy spaceship is on the screen, the
player hears a beeping tone.
(12) There is a two-tone beeping noise in the
background throughout the game, and the tempo of this
noise increases as the game progresses.
(13) The player gets several spaceships for his quar-
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( 14) The score is displayed in the uoper left corner for
one player and the upper right and left corners ‘for two
players.
(15) The control panels are painted in red, white, and
blue.
(16) Four control buttons from left to right, rotate the
player’s spaceship counter-clockwise, rotate it clockwise,
move it forward, and fire the weapon.
(17) When a player presses the “thrust” button, his
spaceship moves forward and when he releases the button
the ship begins to siow down gradually ( although it stops
more quickly in “Meteors”).
(18) The player gets an extra spaceship if he scores
10,000 points. a
(19) Points are awarded on an increasing scale for
shooting (a) large rock, (b) medium rock, (c) small rock,
(d) large alien craft, (¢) small alien craft.
(20) When all rocks are destroyed a new wave of
large rocks appears.
(21) Each new wave of rocks has progressively more
large rocks than the previous waves to increase the chal-
lenge of the game.
(22) A general overhead view of the battle field is
presented.
There are also a number of differences between the games:
(1) “Meteors” is in color, while “Asteroids” is in
black and white.
(2) The symbols for rocks and spaceships in “Mete-
ors” are shaded to appear three-dimensional, unlike the
flat, schematic figures in “Asteroids.”
(3) The rocks in “Meteors” appear to tumble as they
move across the screen. ‘
(4) “Meteors” has a background that looks like
distant stars.
(5) At the beginning of “Meteors,” the player's
spaceship is shown blasting off the earth, whereas “Aste-
roids” begins with the player’s spaceship in outerspace.
(6) The player’s spaceship in “Meteors” fires faster
and can fire continuously, unlike the player’s spaceship in
“ Asteroids,” which can fire only bursts of projectiles.
(7) The player’s spaceship in “Meteors” fires faster
and can fire continuously, unlike the player’s spaceship in
“Asteroids,” which can fire only bursts of projectiles.
(8) The pace of the “Meteors” game is faster at all
stages.
(9) In “Meteors,” after the player’s spaceship is
destroyed, when the new spaceship appears on the screen,
the game resumes at the same pace as immediately before
the last ship was destroyed; in “Asteroids” the game
resumes at a slower pace.
The necessary elements for copyright infringement have
been stated succinctly in 3 Nimmer, The Law of Copyright,
§ 13.01:
Reduced to most fundamental terms, there are only two
elements necessary to the plaintiff's case in an infringement
action: ownership of the copyright by the plaintiff. and
copying by the defendant.
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OWNERSHIP OF THE COPYRIGHT
As stated by Nimmer, supra § 13.01( A):
Ptaintiff'’s ownership in turn breaks down into the follow-
The ia} sserati if id ns facie eve
dence of the above elements of the claim of ownership:
Act’s definitions of copyrightable material. The Act includes
among the types of works of authorship that may be copy-
righted “motion pictures and other audiovisual works.” 17
U.S.C. § 102(a)(6). The Act 17 U.S.C. § 101, defines “audio-
visual works” as:
G7
“Motion pictures” are defined as:
audiovisual works consisting of 2 series of related images
which, when shown in succession, impart an impression of
motion, together with any accompanying sounds, if any.
- :
Defendant contends that plaintiff has not properly copy-
righted the “Asteroids” game, arguing that the original work of
authorship is the computer program, as embodied in the
printed circuit board.’ Plaintiff filed a video-tape of what
appeared on the display screen during one of an infinite
number of possible game sequences with the copy-right office,
rather than the printed circuit board. Defendant argues that
this registration affords no protection for the underlying com-
puter program/ printed circuit board.
Defendants’ analysis is faulty, because it fails to distinguish
between the work and the medium in which it is fixed. In order
to receive a copyright, a work must be both copyrightable ( that
is, it must fit one of the definitions of a copyrightabie work ) and
fixed in a tangible medium of expression. 17 U.S.C. § 102(a).
Plaintiff’: “work,”. the thing that plaintiff has created and
desires to protect, is the visual presentation of the “Asteroids”
game. That work is copyrightable as an audiovisual work and
as a motion picture. 17 U.S.C. § 101; Stern Electronics, Jnc. v.
Harold Kaufman, ¢ al, No. ® C 3248 (E.D.N.Y., May 22,
1981) (vejecting defendant's claims that the video game's
presentation was not an original work and that only the
computer program could be comsiderecd an original work );
Midway Mfg. Co. v. Dale Drikichnaider, et al. No. $1-0-243
(D.Neb., July 15, 1981) (rejecing 2 similar claim). Plaintiff's
work also happens to be fixed .o the medium of cireuitry on a
* Defendant uses the term “read-only memory” (ROM).
which is the electronic aircuit tat consists of the thousands of
“switches” that ihave been chemically imprinted on the
printed circuit board. This follows from the definition in 17
U.S.C. § 102 of a tangible medium of expression as a medium
“from which [the work] can be perceived, reproduced, or
otherwise communicated, either directly or with the aid of a
machine.” A video game’s printed circuit board is clearly such a
medium of expression, since the “work,” the audio-visual
presentation, can be communicated from the printed circuit
board with the aid of the video game's display screen. See
Midway, supra, at 13-14. Thus, plaintiff's work meets both the
requirements of copyrightability and fixation and is entitled to
copyright protection. The specific medium in which the work is
fixed is irrelevant—as long as a copyrightabie work is fixed in
some tangible medium, the work is entitled to copyright
protection. 17 U.S.C. § 101. The owner of a copyrightable
work need not, and indeed, cannot copyright the medium in
which the work is fixed.
; Defendants also argue that plaiutiff is attempting to copy-
right an idea, rather than the expression of an idea. The
Copyright Act adopted the longstanding common law doctrine
that this is impermissible. 17 U.S.C. § 102(b). Apparently
defendants are claiming that piaintff is attempting to monopo-
lize the use of the idea of a video game in which the player
fights his way through asteroids and spaceships. Defendamts
cite the case of Herbert Rosenthall v. Kalpakian, 446 F.2d 738
(9th Cir. 1971), in which the court held that plaintiff could not
copyright his jewelled pin in the shape of a bee because such a
copyright would amount to a copyright of the idea of a jewelled
bee pin. The court based this holding on the finding that the
idea of a jewelled bee pin is capable of only one expression,
and, therefore, when defendam used plaintiffs idea of a
jewelled bee pin, as defendant was entitied to do, it was
The crinical in this case is that the idea of a video
game involving asteroids is a much more general idea than the ;
rather specific concept of a jewelled pin in the shape of a bee, .
and the former is capable of many forms of expression. Thus,
G9
when plaintiff copyrighted his particular expression of the
game, he did not prevent others from using the idea of a game
with asteroids. He p,evented only the copying of the arbitrary
design features that makes plaintiff's expression of this idea
unique. These features consist of the symbols that
appear on the di screen, the ways in which those symbols
move around the screen, and the sounds emanating from the
game cabinet. Defendants are entitled to use the idea of a
video game involving asteroids, so long as they adopt a
different expression of the idea—i.e., a version of such a game
that uses symbols, movements, and sounds that are different
from those used in plaintiff's game.
Defendants’ second challenge concerns plaintiff's com-
pliance with the applicable statutory procedures for registering
a copyright. The Copyright Act requires the registrant to
deposit two “complete copies” of the work, 17 U.S.C. § 40%.
Plaintiff submitted a videotape of one game sequence, and
defendants contend that this is not a complete copy of the
“Asteroids” game. However, the Copyright Office Regulation,
37 C.F.R. 202.20(d), allow the Register of Copyrights to
permit the deposit of only one copy or “alcernative identifying
material.” Given the bulkiness and cost of the actual video
game, a video tape of the audioviseal presentation in the game
is a reasonable “alternative identifying material.” See Midway,
supra, Findings 15, 20. and 25; Stern, supra, at 8.
INFRINGEMENT 8Y DEFENDANTS
* Simce direct evidence of copying is seldom available,
plaintiff may prove copying by showing that defendants had
access to plaintiff's work and that the two works are substan-
tially similar. Novelty Textile Mills, Inc. v. Joan Fabrics Corp.,
558 F.2d 1090, 1092 (2d Cir. 1977). Access was shown
indirectly by evidence that plaintiff's work had been widely
disseminated. See Detective Comics, Inc. v. Bruns Publication,
Inc., 28 F. Supp. 399 (S.D.N.Y. 1939), mod., 111 F.2d 432 (2d
Cir. 1940).
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Therefore, the crucial issue is whether defendants’ game,
“Meteors,” is substantially similar to plaintiffs game, “Aster-
oids.” Substantial similarity is determined by a general
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Corp., 251 F.2d 487, 488 (2d Cir. 1958)... .
Novelty Textile Mills, supra, at 1093. Another court has held
that a work is substantially similar to a preceeding work when it
captures the “total concept and feel” of the first work. Roth
Greeting Cards v. United Card Co., 429 F.2d 1106, 1110 (9th
Cir. 1970), quoted in Sid and Marty Krofft Television ¥.
McDonald's Corp., 562 F.2d 1157, 1167 (9th Cir. 1977).
expression of aa idea is copyrightable, the underlying idea one
uses is not. Mazer v. Stein, 347 US. 201, 217 (1954); 17
U.S.C. § 102(b). A corollary to this principle is that when an
idea is such that any use of that sdea necessarily involves certain
forms of expression, one may not copyright those forms of
expression, because to do so would be in effect to copyright the
underlying idea. The classic case illustrating this concept is
Kalpakian, supra. \n that case, the court held that plaintiff
Gil
could not copyright his version of a jewelled bee pin, because
the idea of such a pin was capable of only one expression, and a
copyright on his expression would amount to a copyright on the
basic ides.
This principle must also apply in less extreme cases in
which a creator’s expression of an idea includes some forms of
expression that are essential to the idea (i.¢., forms of ex-
pression which cannot be varied without aitering tne idea) and
some forms of expression that are not essential to the idea. In
such a case, the latter forms of expression are copyrightable, but
the former are not, because if the creator could copyright the
essential forms of expression, then others would effectively be
This doctrine has been recognized by courts in a variety of
situations. In Rehyer v. Children’s Television Workshop, 533
F.2d 87, 91 (2d Cir. 1976), ~-.«. denied, 429 U.S. 980, the court
stated that:
Another helpful analytic concept is that of scenes a faire,
sequences of events which necessarily follow from a com-
mon theme. “[S]imilarity of expression ... which neces-
sari-y results from the fact that the common idea is only
capable of expression in more or less stereotyped form will
preclude a finding of actionable similarity.” | Nimmer
§ 143.11 at 626.2; see Yankwich, Originality in the Law of
Intellectual Property, || F.R.D. 457, 462 (1951).
Copyrights, then, do not protect thematic concepts or
scenes which necessarily must follow from certain similar
plot situations.
The court in Alexander v. Haley, 460 F. Supp. 40, 45 (S.D.N.Y.
1978 ), held tha: “incidents, characters or settings which are as a
practical matier indispensable, or at least standard, in the
treatment of a given topic” are not protected by the copyright
laws. The court listed a number of types of incidents that are
not .copyrightabie in a slave story:
attempted escapes, flights through the woods pursued by
baying dogs, the sorrowful or happy singing of slaves .. . .
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scenes portraying sex between male slaveowners and fe-
male slaves and the resentment of female slave owners . . .
slave owners complaining about the high price of slaves
Id. at 45 and n.7.
In Franklin Mint Corp. v. Nat. Wildlife Art Exchange, 575
F.2d 62 (3d Cir. 1978), cert. denied, 439 U.S. 880, the court
considered two paintings of a pair of cardinals. The court noted
that:
The court also observed that the nature of the idea, namely a
painting of cardinals, necessarily limits the forms of expression
that can be utilizec in articulating the idea:
Expert testimony described conventions in ornithological
art which tend to limit novelty in depictions of the birds.
Given this, the court said that “[a] pattern of differences is
sufficient to establish a diversity of expression rather than only
an echo,” and the court affirmed the lower court holding of no
copyright infringement.
This Court has held that plaintiff is entitled to a copyright
on “Asteroids,” because the idea of a videogame in which the
player shoots his way through a barrage of space rocks is an
idea that is sufficiently general so as to permit more than one
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form of expression. However, under the doctrine set forth
above, the Court must be careful not to interpret plaintiff's
copyright as granting plaintiff a monopoly over those forms of
expression that are inextricably associated with the idea of such
a videogame. Therefore, it is not enough to observe that there
are a great number of similarities in expression between the two
gam<s. It is necessary to determine whether the similar forms
ef expression are forms of expression that simply cannot be
avoided in any version of thz basic idea of a videogame
involving space rocks.2
There are, as noted supra, a number of similarities in the
design features of the two games. However, the Court finds
ments of the idea of a game involving a spaceship combatting
space rocks and given the technical demands of the medium of
a videogame There are certain forms of expression that one
must necessarily use in designing a videogame in which a player
fights his way through space rocks and enemy spaceships. The
player must be able to rotate and move his craft. All the
spaceships must be able to fire weapons which can destroy
targets. The game must be easy at first and gradually get
harder, so that bad players are not frustrated and good ones are
challenged. Therefore, the rocks must move faster as the game
2 This determination requires & type of close analysis that
the court in Sid & Marty Krofft, supra, 562 F.2d at 1164-65,
rejected as inappropriate in the subjective, “ordinary observer”
test for substantial similarity. However, even that court impli-
citly recognized the reality that the finder of fact must in effect
make a detailed comparison of the two works in order to reach
a general, subjective conclusion regarding substantial similarity.
Jd. at $167 n.9. Moreover, the fact chat the underlying idea
here is a type of videogame, rather than just an idea for a story
or a game, raises the possibility that certain forms of expression
are required by the medium itself. Given that possibility, a
broad-brush observation that the two games have many similar
forms of expression is not a sufficient basis on which to conclude
that the games are substantially similar.
: 4 és CU Monee
progresses. In order for the game to look at all realistic, there
must be more than one size of rock. Rocks cannot split into
very many pieces, or else the screen would quickly become
filled with rocks and the player would lose too quickly. All
to increase the sensation of action. The player must be
awarded points for destroying objects, based on the degree of
difficulty involved.
All these requirements of a videogame in which the player
combats space rocks and spaceships combine to dictate certain
forms of expression that must appear in any version of such a
game. In fact, these requirements account for most of the
similarities between “Meteors” and “Asteroids.” Similarities so
accounted for do not constitute copyright infringement, because
they are part of plaintiffs idea and are not protected by
plaintiff's copyright.
In light of this conclusion that the similarities in the forms
of expression are inevitable, given the idea and the medium, the
large number of dissimilarities becomes particularly significant.
Given the unavoidable similarities in expression, the Court
finds that the ordinary player would regard the aesthetic appeal
of these two games as quite different. The overall “feel” of the
way the games play is different. In “Meteors” the symbols are
more realistic, the game begins with the player’s spaceship
blasting off from earth, and the player’s spaceship handles
differently and fires differently. “Meteors” is faster-paced at ail
stages and is considerably more difficult than “ Asteroids.”
It seems clear that defendants based their game on piain-
tiffs copyrighted game; to put it bluntly, defendants took
plaintiff's idea. However, the copyright laws do not prohibit
this. Copyright protection is available only for expression of
and those portions of plaintiffs expression that were in-
extricably linked to that idea. The remainder of defendants’
expression is different from plaintiff's expression. Therefore,
~ the Court finds that defendants’“Meteors” game is not substan-
tially similar to and is not an infringing copy of plaintiff's
“Asteroids” game.
Accordingly, for the reasons stated herein, it is this 27th
day of November, 1981, by the United States District Court for
the District of Maryland, ORDERED:
1. That plaintiff's motion for preliminary injunction
BE, and the same IS, hereby and
2. That judgment BE, and the same IS, hereby
entered in favor of the defendants.
United States District Judge
i ae ae ee Pe ae
IN THE UNITED STATES*DISTRICT COURT
FOR THE EASTERN DISTRICT OF CALIFORNIA
ATARI INC., a corporation,
Plaintiff, No. CV-F-81-410 MDC
DEFENDANTS PROPOSED
vs. } FINDINGS OF FACT AND
KEN WILLIAMS, doing business as | SUcchUSIONS OF Law
FINDINGS OF FACT
L. KEN WILLIAMS, doing business as ON-LINE SYS-
TEMS, has a place of business in Coarsegold, California. and
manufactures, distributes and sells computer software and
among its products includes computer software for audiovisual
computer games.
3. Defendant, without admitting infringement, withdrew
an opposition to an injunction on its gilihe referred to as
“Gobbler” in favor of its “Jawbreaker” game.
4. ATARI INC., by sub-license with Namco-America, a
corporation, acquired rights under a copyright for an audiovi-
sual game entitled “Pac-Man.”
5. The claimant set forth in the copyright registration is
Namco Limited, a Japanese company. The registration of the
copyright of “Pac-Man” then lists as the assignor of copyright
registration the Midway Manufacturing Corpuration, an Illinois
corporation.
6. ATARI INC. does not manufacture, distribute, produce
or sell computer software for the audiovisual game entitled
“Pac-Man.”
7. ATARI INC. at this time is trying to perfect a computer
software program for | isual game called “Pac-Man”
and #eas not been able 90 at this time butset a target date
for reaching the marketplace with its “Pac-Man” game in about
the second quarter of 1982.
8. John Harris is the author of the computer program for
the audiovisual game of “Jawbreaker.”
9. John Harris has granted an exclusive license to KEN
WILLIAMS, doing business as ON-LINE SYSTEMS, to pub-
lish the audiovisual game of “Jawbreaker.”
10. ATARI INC, has not produced, nor do they have in
their possession, a computer program for an audiovisual game
of “Pac-Man.”
11. John Harris independently developed and wrote his
program for the audiovisual game of “Jawbreaker” without
copying any copyrighted game of ATARI INC.
12. John Harris’ game of ‘ sawbreaker” is not a copy of
the ATARI INC. game “Pac-Man,” although he got the idea
from viewing “Pac-Man.” pg)
tt errr + Ea EME or rte tegen predecessor Meee ot
_ Computer program of the game of -“Pae-Man~ from whieh
COPYIRE 6 porerire
14. The Court viewed the audiovisual game introduced by
Plaintiff of the “Jawbreaker” game and one of the “Pac-Man”
game.
15. The idea of both “Jawbreaker” and “Pac-Man” is
basically a maze with a number of small objects (dots or
circles) aligned within a maze. An object, appearing to be a
mouth, referred to herein as an eater, is guided through the
Tie
maze by a player and appears to eat the small objects. Within
the maze, a plurality of chasers chase the eater through the
maze. If the chaser catches the eater before he can eat all of the
small objects, the player’s score is reduced. However, if the
eater can devour all of the small objects in the maze before the
chaser catches him, then the player’s score is increased. If, at
one point, the chaser catches the player, a replay begins. In the
maze, at certain spots, a larger (power) object appears in the
maze. If this larger object is eaten by the eater, it can then turn
and chase the chasers for a specified time, scoring points as they
are devoured.
16. The non-similarities between that which is expressed
ia “Pac-Man” and “Jawbreaker” are as follows:
a. In Plaintiff's game of “Pac-Man”, the chasers are in
the shape of ghosts which have small legs extending
downward and they seem to run along ‘n the maze and
travel in the maze in a s~t pattern in the maze.
In Defendant's game of “Jawbreaker”, the chasers are
in the form of happy faces which seem to roll along in the
maze and travel in a random pattern in the maze while
keying in on the object it is chasing.
b. In Plaintiff's game of “Pac-Man”, the object which
is chased by the chaser is a round-shaped object which has
a pie-shaped opening which opens and shuts when it
devours dots aligned in the maze.
In Defendant’s game of “Jawbreaker”. the object
which is chased by the chaser is a set of teeth, simulating
false teeth, which chomp up and down on small circles
aligned in the maze.
¢. The colors of the chasers and the eaters used in
“Pac-Man” are different than those used in the “Jawbreak-
er” game.
M4
d. The music played is different in both games and
“Pac-Man” has an attract mode which plays prior to each
game, and “Jawbreaker” has no attract mode.
e. Io Plaintiff's game of “Pac-Man”, the eyes of the
ghosts look in the direction in which they are travelling.
In Defendant’s game of “Jawbreaker”, the smiling
faces appear to be rolling and will go in any direction,
notwithstanding the direction they are facing.
f. In “Pac-Man”, the items used to mark scores are
cherries, oranges, strawberries, and grapes, while in
“Jawbreaker” the items used to score are candycanes,
sailboats, and gumdrops.
g. In Plaintiff's game of “Pac-Man”, the energizer
dots in the maze glow at a constant color, while in the
Defendant's game of “Jawbreaker”, the energizer dots in
the maze are a plurality of rotating diffsrent colored
smaller dots.
h. The maze in each game is not the same.
i. In Plaintiff's game of “Pac-Man”, when the ghosts
catch the eater, it appears to melt.
In the Defendant's game of “Jawbreaker”, when the
stniling faces appear to catch the false teeth, the teeth fall
out to the bottom of the maze.
17. Defendant’s game of “Jawbreaker” includes many
features not found in the Plaintiff's game of “Pac-Man.” For
example, if the player manipulates his eater in such a method
that it devours all the dots before it is caught by the chaser, then
a toothbrush appears on the screen and brushes the teeth of the
eater. Each of the chasers rotate in a different direction. All
four chasers have different faces.
18. No documents were introduced into evidence to show
a chain or tide or rights from Midway Manufacturing Co., the
assignor of Namco Limited, to Namco-Amenca.
CONCLUSIONS OF LAW
I. Plaintiff ATARI INC. will suffer no irreparable harm by
the sale and marketing of the “Jawbreaker” games by Defend-
ant.
2. There is nothing protectable under the copyright laws as
to the “Pac-Man” game itself, and the laws do not protect the
strategy of a player symbol being guided through a moze
& 7#APAR We Cannot rely upon Midway's sales and
C Production of its coin-operated arcade games of “Pac-Man” te pt)
show marketplace use when it has no connection with Midway
7. There are no similar features between the non-
functional features of “Jawbreaker” and “Pac-Man.”
uf 9. Thani liktinood ches the Peis would veceed
the merits at time of trial.
DATED: Dec 28th 1981 a8
M. D. Crocker
. M. D. Crocker
e Judge, U.S. DISTRICT COURT
e
: *
2
4
"OUT ates one
* ~
~
IN THE UNITED STATES DISTRICT COURT
a
MIDWAY MFG. CO., an | CIVIL NO. 81-0-243
Illinois corporation,
URBOM, Chief Judze | |
ae The plaintiff, Midway Manufacturing Co., is 4 manufac-
ae ne “i wy Oe. hy to jae Ti eae eee ee ee
obtained copyright registrations on many of these games,
including Galaxian, Pac-Man, and Rally-X. The plaintiff
alleges that the defendants’ are engaged in the manufacture,
distribution, and sale of video games which are virtually
identical to the plaintiff's Galaxian, Pac-Man and Rally-X
games. The plaintiff contends tha: the conduct of the defend-
ants infringes the plaintiff's copyrights, violates the Lanham
Act, and violates the Nebraska Deceptive Trade Practices Act.
For relief, the plaintiff seeks damages and an injunction
prohibiting future infringement.
On Apiil 341. 1981, Judge Robert V. Denney issued an ex
parte temporary order [ Filing #17]. He also issued
an order directing the States Marshal to impound any
allegedly infringing articles in the possession of the defendants
[Filing #9}. On May 18, 1981, a hearing was held before
Judge Denney on the plaintiff's request for a preliminary
injunction {Filing #1}. Upon Judge Denney’'s hospitalization
and death the case has been reassigned to me, and the parties
have agreed to my resolving the matter of preliminary relief on
the basis of the record already made, but requested oral
argumeuts. Such arguments were held on July 3, 1981, and the
issue of preliminary relief is now ready for resolution. The
following discussion constitutes this court's findings of fact and
conclusions of law on the plaintiff's request for preliminary
relief.
L. Findings of Fact.
|. The plaintiff, Midway Manufacturing Co., is an Illinois
corporation having its principal place of business at Franklin
Park, Illinois. The plaintiff is a designer and manufacturer of
coin-operated electronic video games. In the United States,
Midway sells its video games to regional distributors who scl!
’ plaintiff's complaint names Venture Line. Inc.. as a defendant. The “ourt,
fas no personal jurisdiction over Venture Line. Inc. This corporation.
therefore, will not be identified as a defendant in this Memorandum Opinion.
"ab. ae
pais Sri: te
ee a 95, OE:
I3
the video games to operators. The operators place the ma-
chines in arcades and other places for public use. [Tr. 80, 91].
2. Venture Line, Inc. [Venture Line} is an Arizona
corporation. Its primary business is the manufacturing of
printed circuit boards for coin-operated electronic video games.
These printed circuit boards are sold to businesses which
manufacture audiovisual games using Venture Line's circuit
boards. Venture Line does not manufacture any video games.
[Ex. #25, pp. 15, 73-74, 162-62).2
3. Defendant Gary Kraayenbrink is the president of Soo
Valley Vending, Inc. [Soo Valley Vending]. This corporation
has a place of business at 440 Sixth Street, Northwest, Sioux
Center, lowa. Soo Valley Vending was incorporated six or _
seven Years ago and has been in the business of operating coin-
operated electronic video games since its formation. {Ex. #26,
pp. 6, 8-10, 11}.
4. In the latter half of 1980, Soo Valley Vending began to
assemble and distribute coin-operated video games under the
name Soo Valley Distributing Co. [Soo Valley Dirtributing}.
In April of 1981, Soo Valley Distributing was incorporated.
The capitalization of this new corporation was based in part on
a payment of $39,000.00 from Soo Valley Vending. This
payment did not give rise to any indebtedness on the part of
Soo Valley Distributing to Soo Valley Vending. [Ex. #26, pp.
16-18, 19-20, 21-22, 110-14}.
5. Soo Valley Distributing is in the business of assembling
boards which are inccrporated in these games are purchased
from a number of sources including Venture Line. The assem-
bled games are eithe: sold to distributors or are placed on
routes operated by Soo Valley Vending. [Ex. #26, pp. 6, 8-10,
59, 79-80}.
® Uniess otherwise indicated. all references are to the plainuff’s exhibus.
7? *
14
6. The relationship between Soo Valley Vending and Soo
Valley Distributing has remained close. In addition to oper-
ating out of the same building, the corporations share corporate
officers and shareholders. Defendant Kraayenbrink is the
president of Soo Valley Distributing. Kraayenbrink, his son,
Henry, and Harlan Bootsma each own equal shares in both Soo
Valley Vending and Soo Valley Distributing, and all three are
officers and directors of 300 Valley Distributing and Soo Valley
Vending. [Ex. #26, pp. 6, 7-8, 11-12, 14-15, 18-19}.
7. Defendants Dale Dirkschneider and Harold Peterson
are residents of the State of Nebraska and partners in a
partnership operated under the nance “A-1 Machines.” A-1
Machines has a place of business at 620 South Saddle Creek,
Omaha, Nebraska. The business of A-| Machines includes the
games. A-| Machines purchases some of the video games it
operates and distributes from Soo Valley Distributing. [Ex.
#27, pp. 2-4, 5, 9-10; Ex. #28, p. 2).
8. The audiovisual games involved here consist of a
cabinet containing electronic circuitry and a television picture
tube which serves as a screen upon which the visual images of
the game are shown. The electronic circuitry is in the form of
cause the images of each game to be seen on the screen and
generate the sounds of each game. The printed circuit board
for each game is loaded with electronic components. These
components include computer ships, called ROMs, PROMs and
EPROMs by those in the trade. The PROMs store the
information which produces the games’ images and sounds.
This information includes the field on which the game is piayed,
the design of the playing symbols or images seen on the screen,
their interactions with one another, and the accompanying
3 ROMs, PROMs, and EPROMSs are hereinafter referred to as “PROMs”.
¢
oad ,* a> . y 7 "ls
AV oe OH ae OR ed
Is
musical and sound effects. A game may be copied by elec-
tronically copying the PROMSs. (Tr. 55-56; Ex. #17, 42; Ex.
#25, pp. 29-30, #1; Ex. #26, pp. 25-31).
9. Prior to the insertion of 4 coin, the video games operate
in a repeating attract mode which summarizes each game for
prospective players. When a coin is deposited and the start
button is depressed, the shifts into the play mode. In the
play mode, some of playing sumbois or images on the
screen are responsive to operation of the player control panel,
and others move in a predetermined sequence and interact with
the player-contolied images in a preset manner. [ Ex. #17, 13;
Ex. #26, p. 36].
10. The market for audiovisual games is very unpredict-
able. A game’s commercial popularity often terminates abrupt-
ly after a short period of time. The average game generally
would lose its 4 peai within a year of being introduced on the
market. [Ex. #17. ¥ 12}.
Il. The elements of the Galaxian video game appear on a
background star pattern consisting of twinkling colored lights
that roll from the top of the screen to the bottom. The game
involves a missile-firing rocket ship operated by the player, plus
a formation of enemy aliens. The aliens are arranged in a
convoy of five horizontal rows. There are four denominations
or ranks of aliens, with the highest ranking nearest the player’s
alien is shaped like a rocket ship, but the other ranks have
flapping wings. Individual aliens unpredictably invert and
sweep down to bomb the player’s ship. Sometimes the alien
attack consists of miniformations involving the alien flagship or
chief, as well as flying alien escorts. Whenever a ship is
destroyed, a bright explosion appears on the screen, with
appropriate sound effects. The player’s score is measured by
the number and rank of aliens destroyed. {Ex. #17, 45; Ex.
#18}.
;
12. The Galazian video game was created by Namco in
1979, and was first published by Namco on September 15,
1979, in Japan. Midway became aware of Galaxian at a
private showing at Namco’s offices in Tokyo on October 17,
1979. Because of the game's unique features, Midway decided
to acquire rights in the game. (Tr. 82-83; Exs. #11, #12; Ex.
#17, 15).
13. In an assignment dated February 2, 1980, Namco
assigned all United States rights in Galaxian to Midway. The
considerxtion for this assignment was the payment of substan-
tial advances and royalties. The amount of payments made
through March of 1981 has amounted to approximately 3.5
million dollars {Tr. 83-84; Ex. #10].
14. Since February, 1980, the plaintiff has sold in excess of
game has a notice of Midway's claim of copyright, the name of
the game, and Midway’s name. The notice is affixed near the
screen of the video game. [Tr. 99-100, 107; Ex. #17, 1 11; Ex.
#18).
15. The plaintiff made video tape recordings of the
audiovisual presentation of the Galaxian play and attract
modes. The video tapes were made in Franklin Park, Illinois.
The video tapes and applications to register the copyright on
the Galaxian audiovisual work were submitted by Midway to
the Copyright Office. A certificate of copyright registration, No. _
PAS59-977, effective March 6, 1980, was issued for the audiovi-
sual work found in the Galaxian’s play mode. A second
certificate of registration, No. PA68-323, effective May 23,
1980, was issued for the audiovisual work found in the Gala-
xian’s attract mode. [Tr. 94-95; Ex. #11; Ex. #12). —
16. The Pac-Man video game centers on a maze which
covers the entire screen. The player guides the Pac-Man
character through the maze. Points are scored when the Pac-
Man eats dots in his path. Four ghost monsters, Inky, Blinky,
Foon
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PIR ee OP ae ee A
ws
17
Pinky and Clyde, chase after the Pac-Man, trying to capture
and deflate him. The Pac-Man can counterattack by eating a
big power capsule that enables him to overpower the monsters
for additional scores, After all the dots are gobbled up, the
screen is cleared, and the Pac-Man game continues for another
round. Each round or rack features a special fruit target in the
maze, which, if eaten, earns bonus points. Audio and musical
effects accompany the play of the game. [Tr. 113; Ex. #17, 17:
Ex. #19}.
17. The Pac-Man video game was created by Namco in
1980 and was first published by Namco on May 22, 1980, in
Japan.* At the invitation of Namco, Midway representatives
first viewed the Pac-Man game in Japan on August 13, 1980.
This showing convinced Midway’s representative that the
game's extraordinary presentation made it a good target for
acquisition. [Tr. 84-85; Ex. #15; Ex. #17, 16].
18. An assignment dated October 10, 1980, gave Midway
all United States rights in Pac-Man. The consideration for this
assignment was the payment of substantial advances and
royalties. To date, the plaintiff has paid over | million dollars
for use of Namco’s rights in the Pac-Man and Rally-X video
games. (Tr. 86-87; Ex. #13; Ex. #17, 14].
19. Twenty-five thousand Pac-Man games have been sold
by Midway since sary, 1980. Each game has a notice of
Midway’s claim of yr the name of the game, and
Midway’s name. The copyright notice is affixed near the screen
and is also contained in the game's attract mode. [Tr. 99-100,
107; Ex. #17, 7 11; Ex. #19}.
20. A video tape recording of the audiovisual presenta-
tions of the Pac-Man attract and play modes was made by the
plaintiff in Franklin Park, Illinois. Midway submitted this video
4 When originally developed by Namco, the game was called “Puck Man.” Nameo
and Midway, however. ‘ater agreed that the game would be marketed in the United
States under the same * Pac-Man.” Tr. 85. 104-051.
tape and an application to register the copyright on the Pac-
Man audiovisual work to the Copyright Office. A certificate of
copyright registration, No. PA 83-768, effective November 13,
1980, was issued for the audiovisual work found in the Pac-
Man attract and play modes. [Tr. 94-95; Ex. #15].
21. Rally-X is a combination maze chase and race game.
Each player begins the game with a full fuel tank. The object
of the game is to drive a car through the maze clearing vatious
checkpoint flags before the fuel is exhausted. Increasing point
values are scored for each checkpoint flag cleared. The player
is aided in his race rhrough the maze by a radar screen which
shows the position of the checkpoint flags and red pursuit cars.
This radar is necessary because, unlike Pac-Man, the entire
Rally-X maze is not projected on the screen. Rather, the player
only views the area of the maze over which his car is passing.
The red pursuit cars try to wreck the player’s car. The player
can outmaneuver the pursuit cars by releasing a smoke screen
that causes the cars to spin and stall. If the pursuit cars run into
the player’s car, an explosion effect and the word “BANG”
appear on the screen. The play of the game is accompanied by
sound effects and music. [Tr, 114-15; Ex. #17, 78, Ex. #20).
22. The creator of the Rally-X game is Namco. The first
publication of the game occurred in Japan on October 3, 1980.
At the invitation of Namco, Midway representatives first
viewed the Rally-X game in Japan on August 13, 1980.
Midway’s representatives were impressed by the Rally-X’s
extraordinary presentation and decided that the game was a
good target for acquisition. [Tr. 84-85; Ex. #16,; Ex. #17, 16}.
23. An assignment dated October 10, 1980, gave Midway
all United States rights in Rally-X. The consideration for this
assignment was the payment of substantial advances and
royalties. To date, the plaintiff has paid over | million dollars
for the use of Namco’s rights in Pac-Man and Rally-X. [ Tr. 86-
87; Ex. #14, Ex. #17, 14).
.
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24. Twenty-five hundred Rally-X video games have been
sold by Midway. Each game has a notice of Midway's claim of
copyright, the name of the game and Midway's name. The
copyright notice appears on the screen after a coin is inserted in
the game. [Tr. 99-100, 107; Ex. #17, 411: Ex. #20).
25. Midway has made a video tape of the attract and play
modes of the Rally-X game. This tape was made in Franklin
Park, Illinois. This tape and an application to register the
copyright on the Rally-X audiovisual work were submitted by
Midway to the Copyright Office. A certificate of copyright
registration, No. PA88-049, effective January 6, 1981, was
issued for the audiovisual work found in the Rally-X attract and
play modes. [Tr. 94-95; Ex. #16).
26. The promotion of the Galaxian, Rally-X and Pac-Man
in full color, and contains prominent displays of the name of the
game and explicit pictorial and graphic representations of the
visual elements of the game. These brochures, in turn, are used
by the distributor to advertise and promote the new game to the
distributor's customers, who are generally operators.
Midway also places advertisements in trade magazines,
such as Replay, Play Meter, Vending Times, Market Place and
Canadian Coin Box. The advertisements are similar to
Midway’s bro. )wures. Midway promotes its new games at
national and local trade shows. Finally, Midway distributes
Promotional items such as mugs and T-shirts. [Tr. 88-89, 90-
93; Ex. #17, 99; Filing #14 attachments).
27. Midway has invested over 20 million dollars in parts,
inventory and equipment for the mass production of the
- Galaxian, Pac-Man and Rally-X video games. [ Ex. #17, #10).
110
28. The defendants’ Galactic Invaders games is for all
practical purposes identical to the plaintiff's Galaxian game.* A
few of the specific similarities between the games are discussed
below to illustrate the extent to which they are the same. This
discussion is not intended to list all the similariues between the
games.
The attract mode of these games may be divided into two
parts. The first part of the attract mode is a display of the alien
attackers and the amount of points scored for destroying them.
The shape of the aliens in the Galactic Invaders jame is
identical to the shape of the aliens in the Galaxian game and
the points awarded are the same. In addition, the manner in
which these aliens are presented is the same in each game. The
only difference between the games in this part of the attract
mode is that the defendants’ game does not have certain
nonessential textual material found in the plaintiff's game.
The second part of the attract mode is a demonstration of
how the game is played. The only difference between the
games in this part of the attract mode is that the Galaxian
demonstration varies, whereas the Galactic Invader demonstra-
tion is always the same. This difference is so minute that it
would not be notices unless the games were subject to a side-by
side comparison.
In addition to the attract mode, the sound effects of each
game are identical. Among the distinctive sound effects
common to both games are: the musical sound activated when
the play button is pushed; the pulsating sound heard through-
out the play mode; the sound heard when the aliens swoop out
of the convoy to attack; and the explosion and other sound
effects heard when the player's ship is destroyed.
_ The play modes of each game are also virtually identical.
This may be illustrated by placing the player's ship in the center
* Unlike the Galaman. the Galacuc Invaders game offered into evidence 1s not in
color. (Ex. #2). ;
a
112
This discussion is not intended to list all the similarities between
the games.
The attract mode «f the Mighty Mouth game contains the
only readily apparent differences between the games. The
names of the Mighty Mouth characters are different from the
names given the Pac-Man characters. The other difference is
the speed at which the attract modes run. The Mighty Mouth
attract mode runs somewhat faster than the Pac-Man. This
difference in speed can only be observed when the games are
sted dda iendite
In all other respects, the attract modes of each game are
identical. The color and shape of the characters of each game
are the same. The maze through which these characters move
is the same color and configuration. Each game presents these
characters in identical fashion. The attract modes demonstra-
tion of the games’ play is identical. The monster character and
the player puck in each game’s demonstration moves in the
same directions and stop at the same place.
The sound effects of each game are also the same. Several
of these sound effects deserve brief mention be :use of their
distinctive qualities. Each game has the same sound effects
when the play button is pushed; when the player puck is
gobbling dots; and when the player puck is caught by the
monster characters.
The progression of play appears to be identical. If the
games are placed in the play mode without moving the player's
control stick, the monster caaracters in each game will move
along the same routes and will ultimately destroy the player
puck in the same manner. In addition, the visual display when
the player puck eats a power capsule is the same in each game.
When this occurs, the monster characters turn a Jark blue and
race around the maze. Finally, in each game, a player puck
which is caught by a monster character defiates and disappears
from the screen. [Ex. #6; Ex. #9; Ex. #19).
¥
pS
113
31. The defendants’ Rally-X game is, for ail practical
purposes, identical to the plaintiff's Rallv-. games. A few of
the specific similarities are discussed below to illustrate the
extent to which the giimes are the same. This discussion is not
meant to list all the similarities between the games.
- The ateract mode of each game may be divided into two
parts. First, the attract modes contain a description of the rules
of the games. Aside from the name of the manufacturer, these
displays are the same. Second, the attract modes contain a
demonstration of the games’ play. The color and shape of the
cars and maze are the same in each game. The demonstrations
are different in that the cars often follow different routes
through the maze. This difference, however, can only be
observed if the games are compared side-by-side. In all other
respects, the attract modes are the same.
The Rally-X play modes are also very similar. The sound
effects accompanying the games’ play are the same. Particu-
larly striking are the sound effect which is heard when the play
button is pushed and the monotonous melody which is played
when the cars are moving. In addition, each game has an
32. Soo Vaaley Distributing has assembled Galactic
Invaders, Kamikaze Ill, Mighty Mouth, and Rally-X video
games and conversion kits. The conversion kits were all sold.
The video games were sold or were placed on routes operated
by Soo Valley Vending. Defendant Kraayenbrink knew that
these games were substautially similar to the games manufac-
tured by Midway.® He admits that he had received notice of the
*Some of the Mighty Mouth games assembled by Soo Valley Distributing had
features different from the Mighty Mouth descnned above The Mighty Mouth games
Coe a amy amaree were made from Venture Line primed circun boards The
Court has & video tape of the auract mode of the Venture Line board | Ex. #24).
Although this Mighty Mouth is more distinctive than the Mighty Mouth described
above. the game is sull similar to the plasnuff's Pac-Man game. (Ex. #25. pp. 124-26).
114
. plaintiff's claim of infringement, but did not cease distributing |
: or operating the allegedly infringing goods. (Ex. #26, pp. 30
| 35-49, 53-54, 60-61, 62, 63-64, 72-73, 75-76, 77-81, 83-85, 86-
88, 89-90, 91, 151, 152, 153-54, 104-05, 107, 109, 142-43, 168-
71}.
33. On at least one occasion, a cusiomer contacted
defendant Kraayenbrink to purchase a conversion kit for a
Gaiaxian game. The defendant's response to such an inquiry
was to offer to sell the customer a Galactic Invaders conversion
kit. He would tell the potential customer that Galactic Invader
was the same thing as a Galaxian. [ Ex. $25, p. 136].
34. Soo Valley Distributing and Soo Valley Vending
currently own few Galactic Invader, Kamikaze [ll], Mighty
Mouth or Rally-X video games or printed circuit boards. No
printed circuit boards are currently on order. [ Ex. #26, pp. 60-
62, 121, 143-161].
35. Defendants Peterson and Dirkschneider, through their
partnership, A-| Machines, have purchased Galactic Invaders,
Mighty Mouth and Rally-X video games from Soo Valley
Distributing. Of these games, all but five have been sold. A-!
Machines is currently operating the remaining machines at
various locations. The defendants were aware that these games
were similar to the games manufactured by the plaintiff. (Ex.
#27, pp 14-16, 17, 18, 23-27, 28, 53-54, 55-57, 63; Ex. # 28, pp.
5, 7-9, 13-15, 16}.
36. On at least one occasion, a customer called A-|
Machines and asked to purchase a Pac-Man game. Defendant
Dirkschneider offered tw sell the customer a Mighty Mouth
game, explaining that it was similar to the Pac-Man game. The j
customer ultimately purchased the Mighty Mouth In A
Dirkschneider’s opinion, one of the selling points of the Mighty ‘
Mouth game was its similarity to the Pac-Man game. (Ex. #26,
pp. 7-8, 13-14].
ship has no outstanding orders to purchase any of these games.
(Ex. #27, pp. 14-16, 19-20; Ex. #28, pp. 20-21, 25-26}.
38. A-l Machines has received complaints abort the
Performance of its Mighty Mouth ame These complaints
came from two young persons wh. were playing the Mighty
Mouth game. They told Dirkschneider that they didn’t like the
way the game played and’ that they wamted “a regular factory
game.” Dirkschneider interpreted this to mean that the custom-
ers wanted a Midway game. [Ex. #28, pp. 8, 17-20).
Il. The Preliminary Injunction Standard
The determination of whether a preliminary injunction
should be issued is entrusted to the discretion of the trial court.
The factors which should guide the exercise of this discretion
are:
(1) the threat of irreparable harm to the plaintiff; (2) the
state of the balance between this harm and the injury that
Dataphase Systems, Inc. v. C L Systems, Inc., 640 F.2d 109, 113
( 8th Cir. 1981). No one of these factors is determinative.’ The
" The interrelationship of these factors is illustrated by the following passage from
Dataghe ¢-
strongly in his favor, the showing of success on the merits can be less.
he at
Court will therefore discuss each of these factors as it applies to
the plaintiff's various causes of action.®
ILL. Copyright Infringement
A. Probable Success on the Merits
In order to prevail on its claim of copyright infringement,
the plaintiff must prove that it is the owner of a valid copyright
and that the defendants have performed and distributed games
copied from the plaintiff's audiovisual works. See Ferguson v.
National Broadcasting Co., 584 F. 2d 111, 113 (Sth Cir, 1978);
Novelty Textile Mills v. Joan Fabrics Corp., 558 F. 2d 1090,
1092 (2d Cir. 1977); Testa v. Janssen, 492 F Supp. 198, 202
( W.D. Pa.1980). For the reasons discussed below, the Court is
of the opinio: that the plaintiff has established that it will
probably succeed on the merits of its infringement cause of
action.
1. Validity of Copyright
Under the Copyright Act, a certificate of copyright registra-
tion, obtained within five years of first publication, constitutes
“prima facie evidence of the validity of the copyright and of the
facts stated in the certificate.” 17 U.S.C. § 410(c) (1976). The
plaintiff has offered into evidence its certificates of copyright
registration for the audiovisual works contained in the Pac-
Man, Galaxian and Rally-X games. These copyright registra-
tions were obtained within five years of the first publication of
these works. Through this evidence, the plaintiff has made a
prima facie showing that its audiovisual works are copyrigh-
table subject mattet, that the works are original, that the
statutory formalities of registration have been satisfied, and that
the plaintiff is the owner of the copyrights. 3 M. Nimmer,
Nimmer on Copyright §12.11[A], [B], [C] (1980) [{here-
inafter cited as “Nimmer on Copyright”]. See also Dolicraft
* The plaintiff can obtain the relief 1 requests based on its copyright and Lanham
Act claims. The Court will therefore not discuss the plaintiff's state law claim.
as toatl ae
i7
Industries, Lid. v. Well-Made Toy Manufacturing Co.,, 479 F.
Supp. 1105, 1114 (E.D. N.Y. 1978). This showing places of the
defendants the burden of coming forward with evidence which
rebuts the plaintiff's claim to ownership of valid copyrights in its
audiovisual we rks. Dolicraft Industries, Lid. v Well-Made Toy
copyrightable subject matters enumerated in the Act. 17 U.S.C.
§ 102(a). Second, the Court must determine whether the wr-k
is fixed in 2 tangible medium of expression.
ray tube my means of elctronic equipment. These character-
_ istics of the plaintiff's games clearly extablish that the plainuff’s
The Act provides that copyright protection may be obtained “in
works of authorship fixed in any tangible medium of ,
expression, now known or later developed, from which they can
be perceived, reproduced, or otherwise communicated, either
directly or with the aid of a machine or device.” 17 U.S.C.
$102(a) (emphasis supplied). A work is fixed in a tangible
medium of expression “when its embodiment in a copy or
phonorecord, by or under the authority of the author, is
sufficiently permanent or stable to permit it to be perceived,
reproduced, or otherwise communicated for a period of more
than transitory duration.” 17 U.S. C. $101. The Act contains
no restrictions on the type of material objects suitable for
fixation. See | Nimmer §§ 2.03 [B]{1], 2.09(D][1]. See also
H. Rep. No. 94-1476, 94th Cong., 2d Sess. 52 ( 1976) reprinted
in [1977] U.S. Code Cong. & Ad. News 5665.
Under these statutory provisions, it is clear that the piain- —
tiff’s audiovisual works are fixed in the printed circuit boards.
audiovisual works may be perceived for a period of time more
than transitory. The fact that the audiovisual works cannot be
viewed without a machine does not mean the works are not
fixed. The Court therefore is of the opinion that the plaintiff's
audiovisual works are fixed, and thus may be copyrighted.
The defendants’ second challenge to the validity of the
plaintiff's copyrights focuses on the distinction between an idea
. and an expression. Under the Act, a copyright holder may not
monopolize an idea, but is limited to protecting his expression
of an idea. 17 U.S.C. §102(b). See generally, Durham
Industries, Inc. v. Tomy Corp., 630 F.2d 905, 912-13 (2d Cir.
1980); Franklin Mint Corp. v. National Wildlife Art Exchange,
1i9
575 F.2d 62, 64-65 (3d Cir. 1978), cert. denied 439 U.S. 880
(1978); Sid & Marty Krofft Television v. McDonald’s Corp., 562
F.2d 1157, 1163, 1167-69 (9th Cir. 1977). The defendants
contend that the plaintiff is attempting to use its copyrights to
monopolize an idea. As an example, the defendants suggest
that the plaintiff's Galaxian copyright is an attempt to monopo-
lize “the very idea of a video game in which alien ships break
away from a convoy to attack a defender ship.” Defendants’
Brief of May 15, 1981, at p. 7. The Court disagrees.
The plaintiff's copyrights cover the plaintiff's audiovisual
expression of various game ideas. This expression includes the
distinctive color and design of the space ships and other
players, as well as the sounds accompanying the playing of the
games. Such expressions of game ideas are an appropiate
subject of copyright protection. See Midway Manufacturing v.
Arctic International, Inc., supra, Slip op. at 13-14, 1 Nimmer on
Copyright § 2.18[H][3]. Cf Durham Industries, Inc. v. Témy
Corp., supra, 630 F.2d 2d at 914-15 (illustrates how identical
games may be expressed in different ways).
In addition to challenging the subject matter of the plain-
tiffs copyrights, the defendants also raise the issue of whether
the plaintiff has complied with the statutory formalities of
copyright registration. The Act requires that a copyright
applicant submit, “in the case of a work first published outside
the United States, one complete copy or phono-record as so
published.” 17 U.S.C. $408(b)(3). The plaintiff has submitted
to the Copyright Office a videotape of each of its games in their
attract and play modes. These videotapes were made in the
United States.
Videotapes are “copies” within the meaning of that term as
defined in the Act. 17 U.S.C. $101. The defendants, however,
contend that the videotapes submitted by the piaintiff are not
copies of the works as first published in Japan. The defendants
have offered no evidence which suggests that the games which
were videotaped were not the same as those first published in
‘ot : RO ae licati n Le
issues, however, are closely related to the validity issue, and will
therefore be considered in connection therewith.
A copyright registration is a prerequisite to the institution
of an infringement suit. 17 U.S.C. § 411(a). The defendants
contend that the plaintiff has failed to satisfy this requirement
because no copyright registration has been obtained in the
computer programs underlying the plaintiff's games. The basis
of this contention is the defendants’ argument that the instant
action is not a suit to prevent the infringement of the plain‘it’s
audiovisual works, but is rather a suit to protect the computer
programs contained in the games’ printed circuit boards. Since
the computer programs are not the subject of a copyright
bring the instant action. A challenge, very similar to the one
raised by the defendants, was rejected by the United States
District Court for the Eastern District of New York. Stern
Electronics Inc. v. Harold Kaufman, et al., No. 80 C 3248, Slip
op. at 7-9 (E.D. N.Y. May 22, 1981). For the reasons
discussed in Stern Electronics, the Court finds that the plaintiff's
failure to obtain copyright registrations on the computer pro-
grams underlying its audiovisual works does not preclude the
plaintiff from bringing a suit to prevent infringement of its
audiovisual works.
forward with evidence that Proper notice has been given.
Dollcraft Industries, Lid. vy. Well-Made Toy Manufacturing Co.,
supra, 479 F Supp. at 1116.
§ 12.41(B}.
122
§ 201.20(g)(1) & (3) reprinted in 4 Nimmer on Copyright
Appendix 3. This pivposed regulation clearly comports with
the spirit of § 401(c) of the Act since the regulation would
place the notice where it would be most likely to be observed by
those viewing the work. Although the proposed regulations are
not binding on the Court, they do suggest a persuasive inter-
pretation of the requirements of § 401(c). The Court therefore
finds that the plaintiff has satisfied the Act's notice requirements
for each of its games.
2. Copying of the Plaintiff's Work
’ The second element of an infringement action is copying of
the plaintiff's work. For the purposes of this case, the copying
requirement should be divided into two parts. See 2 Nimmer
on Copyright § 8.01{A]. First, the plaintiff must prove that the
defendants’ games are copies of the plaintiff's games. In other
words, the plaintiff must show that the allegedly infringing
games did not have an origin independent of the plaintiff's
works. Second, the plaintiff must establish that the defendants’
conduct infringed one of the piaintiff’s rights enumerated in the
Act. In this regard, the plaintiff contends that the defendants
infringed its rights to exclusive distribution and performance of
its audiovisual works. 17 U.S.C. § 106(3) & (4).
Because of the difficulty of producing direct evidence of
copying, a plaintiff in a copyright cction generally proves
copying “by showing that the person who composed the
defendants’ work had access to the copyrighted work and that
the defendants’ work is substantially similar to the plaintiff's.”
Ferguson v. National ”-oadcasting Co., supra, $84 F.2d at 113.
However, if the similarity between the works is so striking that
the possibility of independent creation is precluded, a court may
find tha. copying occurred without direct proof of access.
Ferguson v. National Broadcasting Co., supra, 584 F.2d at 113:
Testa v. Janssen, supra, 492 F Supp. at 202-204; Knickerbocker
Tay Co. v. Genie Toys, Inc., 491 F.Supp. $26,528 (E.D. Mo.
1980). In the instant case, the similarities between the works
Ee ioe tee ef
ie Sci mS 5 yey
23
are so striking that copying may be inferred without direct
proof of access.
A comparison of the defendants’ games and the plaintiff's
games shows that the games are virtually identical. The Court
will briefly discuss a few of the similarities between the
games. '°
© The plaintiff's Pac-Man game has four characters or mon-
sters which chase the player puck through 2 maze. These
monsters are colored red, pink, aqua and yellow. They have a
semicircular shape with feet or legs on the flat, bottom side, and
have eyes which look in the direction of their movement. The
_ design of these characters is unique. The monster characters in
the defendants’ Mighty Mouth game are identical to those in
the plaintiff's game.
The plaintiff's Galaxian game has a convoy of aliens
approaching the player’s defense ship. These aliens are unique
in their shape and movement. In formation, the aliens fly with
aliens break away from the convoy to swoop down on the
defense ship, their wings are extended upward in a stationary
position. Although the defendants’ Galactic Invaders game
offered in evidence is not in color, the shape and movement of
its aliens are identical to the plaintiff's game.
The plaintiff's Rally-X game is a chase game in which the
player’s car is pursued through a maze by several pursuit cars.
One way of avoiding the pursuit cars is for the player's car to
release a smoke screen which sends the pursuit car into a
whimsical spin. The defendants’ Rally-X game incorporates a
smoke screen escape device and spin-out identical w the
plainufl’s.
"© The burden on the plainaff of proving that (wo works are strikingly smular ts 2
heavy one. ee eee enn bee OTS. Dest dommeteinse ston
such
comedence.
are of a kind that can oaly be explained by copying. rather than by
cfeation of por common source ~ Testa v Johnson. supra.
492 F Supp. at 203. ithustranve sumilanues discussed herein clearly sansfy hes
4
This list of similarities is intended merely to illustrate the
extent to which the defendants’ games are similar to the
plaintiff's. It is not meant to be exhausuve. It cannot be
overemphasized that, in virtually every detail, the defendants’
games are identical to the plaintiff's. See Sid & Marty Krofft
Television v. McDonald's Corp., supra, 562 F.2d at 1164. See
also Franklin Mint Corp. v. National Wildlife Art Exchange,
supra, $75 F.2d at 65-66.
In addition to specific similarities, the overall appearance
of the games is identical. A reasonable observer, comparing the
overall appearances of these games, could anly conclude that
the defendants’ games not only copy plaintiff's ideas, but
capture the plaintiff's unique expression of those ideas. See
generally, Durham Industries, Inc. v. Tomy Corp., supra, 630
F.2d at 911-13; Sid & Marty Krofft Television v. McDonaid’s
Corp., supra, $62 F.2d at 1164-65; Universal Athletic Sales Co.
vy. Salkeid, $11 F.2d 904, 907, 908-09 ( 3d Cir. 1975); McMahon
v. Prentice-Hall, Inc., 486 F.Supp. 1296, 1304 (E.D. Mo.
1980); Dolicraft Industries, Lid. v. Well-Made Tay Manufac-
turing, supra, 479 F Supp. at 1116-17.
In light of the foregoing discussion, the Court finds that the
defendants’ games are so strikingly similar to the plaintiff's
works that a finding of independent origin is precluded. The
Court therefore concludes that the defendants’ games are copies
of the plaintiff's.
The remaining issue to be resolved is whether the defend-
ants have infringed any of the plaintiff's statutory rights. A
copyright holder has the exclusive right to distribute to the
public copies'’ of his work, and to perform in public the
copyrighted work. Both of the defendants have adm‘ed that
'’ The defendants did not reproduce copies of the plainuff™s work. Rather. they
distributed copies of the wort This distribuuon ovcurred when the defendants sold
games which housed copies of the plainuff™s work. The copres of the work were the
printed circu boards which contained the plainuffs work and which were manufac
tured by Venture Line. Inc.
“* This conclusion is mor ahered by the defendants’ iack of knowledge that its
games were copies of plaintiff's games. see Knickerbocker Toy Co. v. Genie Toys. inc.
supra 49| F. Supp. at 529. or by the fact thar the defendants did not themselves make
the copes which were distributed ov performed. See Amencan Imernavona) Pictures.
Inc. v. Foreman, 576 F.2d 661. 663 a. |, 664 (Sth Cir. 1978).
_ Balanced against the harm to the defendants is the harm
suffered by the plaintiff if the injunction is not issued. Allowing
the defendants’ infringing activity to continue would cause the
plaintiff substantial harm. The popularity of audiovisual games
is notoriously short-lived. Despite this fact, the plaintiff has
invested large sums of money in the acquisition and devel-
opment of the games . issuc here. Without an injunction, the
public interest in the plaintiff's copyrighted works may dissipate
before plaintiff is able to vindicate its rights. In such a situation,
a preliminary injunction is the only effective means of protect-
ing the copyright. Siern Electronics v. Harold Kaufman, supra,
Slip op. at 5. See Dollarcraft Industries, Lid. v. Well-Made Tay
Manufacturing, supra, 479 F Supp. at 1117. The Court there-
fore finds that the balancing of the equities favors the issuing of
an injunction.
C. The Public Interest
The Copyright Act evidence a public interest in encour-
By granting the plaintiff the relief requested, the Court would.
_ be furthering this public interes: by rewarding the plaintiff's
development of new and challenging audiovisual games. In
addition, one court has noted that counterfeits of copyrighted
games post a threat to the health of the video game industry.
Stern Electronics, Inc. v. Kaufman, supra, Slip op. at 6. The
Court can conceive of no public interest served by permitting
the defendants to engage in the continued distribution and
performance of games which are virtual replicas of the plain-
would be served by the issuance of an injunction.
D. Summary
The plaintiff has made a strong showing of probable
success on the merits. This showing is sufficient to establish that
the plaintiff will suffer irreparable harm. Balanced against this
harm is the rather insubstantial harm which an injunction will
07
cause the defendants. Based on these findings, the Court will
issue a preliminary injunction prohibiting the defendants from
engaging in further infringing conduct.
The plaintiff's second cause of action is founded on alleged
violations of §43(a) of the Lanham Act. 15 U.S. C. $1125(a).
likely to cause confusion in the marketplace."3 Truck Equipment
Service Co. v. Fruehauf Corp., $36 F.2d 1210, 1217-21 ( 8th Cir.
1976), cert. denied 429 US. 861 (1976). For the reasons
discussed below, the Court is of the opinion that the plaintiff
will probably succeed on the merits of its Lanham Act cause of
action.
|. Nonfunctional Design Features of the Plaintiff's Games.
design features is not always bright, certain established prin-
ciples guide the Court’s consideration of this issue. In the
Fruehauf case, the Eighth Circuit held:
“Imitation of the physical details and design of a com-
petitor’s product may be actionable, if the !
: commercial success of the product, the interests in free
competition permits its imitation in the absence of a patent
"2 The defendants do not dispute that this suit involves goods affecting intersate
commerce.
“ =.
a
, * .
coloring of the characters in the plaintiff's games are
nonfunctional.
source. RJR Foods, Inc. v. White Rock Corp.. 03 F.2d 1058,
1059 (2d Cir. 1969); see Trek Equipment Service Co. v.
Fruehauf Corp., supra, $36 F.2d at 1220.
such goods * * * that it serves to identify
distinguish them from the goods * * * of others. When
such an association exisis, the name, mark, or symbol is
said to have acquired a ‘secondary meaning,’ in
original user has . property right which equity will protect
against unfair appropriation by a competitor." * * *
Truck Equipment Service Co. y. Fruehauf Corp., supra, $36
F.2d at 1219. Secondary meaning may be established by
circumstantial evidence. Faberge, inc. v. Saxony Products, Inc.,
605 F.2d 426, 428 (9th Cir. 1979).
The existence of a secondary meaning may be inferred
from evidence that the defendants have consciously imitated
the nonfunctional design features of the piaintiff’s products.
Faberge, Inc. v. Saxony Products, Inc., supra, 60$ F.2d at 428:
RJR Foods v. White Rock Corp., supra, 603 F.2d nt 1060: Truck
Equipment Service Co. v. Fruehauf Corp., supra, 536 F.2d at
" 1220 n. 13. This inference is based on the expectation that a
businessman would not adopt a specific nonfunctional design
feature without a purpose. Since the design feature could not
have been adopted because of its functional usefulness, the only
reasonable motivation for such conscious imitation would be to
take advantage of the secondary meaning associated with the
design.'* Absent proof of other motivation, evidence of con-
scious imitation . sufficient to create an inference that the
imitated design feature did in fact have a secondary meaning.
Applying this analysis to the instant action, the Court finds
that the defendants were aware of the existence of the plaintiff's
games and of the similarities between their games and the
plaintiff's. The games are for all practical purposes identical.
The record also reveals that customers who wished to purchase
plaintiff's games from the defendants were offered the defend-
ant’s games as substitutes. This substitution suggests that the
defendants were attempting to take advantage of consumer
interest in the plaintiff's games. Based on this evidence, the
Court finds that the defendants consciously imitated the
nonfunctional design features of the plaintiff's games with the
intent to enjoy some of the consumer acceptance of the
plaintiff’s games. See generally Fleischmann Distilling Corp. v.
Maier Brewing Co., supra 314 F.2d at 157; Markel v. Scovill
Manufacturing Co., 471 F Supp. 1244, 1252 (W.D. N.Y. 1979)
aff'd without opinion 610 F.2d 807 (2¢ Cir. 1979); Armstrong
Cork Co. v. Armstrong Plastic Covers Co., 434 F.Supp. 860, 871
“4 The rauonale behind this inference was explained in Flerschman Disulling Corp
v. Maier Brewing Co.. 314 F. 2d 149 ( 9th Cir. 1963).
We canaot conclude but that Maier deliberately adopted the name knowing
that Black & White was the name and wademark of Buchanan and they must have
done so with some purpose in mind. The only possible purpose could have been to
capitalize upon the popularity of the name chosen. This popularity. they must have
known. would extend to their product because the public would associate the name
Black & White with something old and reliable and meritorious in the way of an
alcoholic beverage.
id. at 157. See also Audio Fidelity, Inc. v. ers oro" gee me 283 F. 2d
551, 558 ( Mh Cir. 1960).
(E.D. No. 1977); Mortellito v. Nina of California, Inc., 335
F.Supp. 1288, 1292-93 (S.D. N.Y. 1972). This conscious
imitation is evidence that the nonfunctional design features of
the plaintiff's games had acquired secondary meaning.
A finding of secondary meaning is also supported by the
evidence of consumer complaints about the defendants’ games.
Dale Dirkschneider testified that customers piaying his Mighty
These customers told Dirkschneider that they wanted “a regu-
lar factory game” which Dirkschneider interpreted to mean a
Midway game.
This testimony indicates that something about the appear-
ance of the defendants’ games suggested to the customers that
their money would purchase a type of game action associated
with the plaintiff's games. These customers’ beliefs could not
have been created by the games’ cabinets which are not similar
to the cabinets used on the plaintiff's games. Since the attract
mode of the defendants’ games prominently displayed charac-
ters identical to those used in the plaintiff's games, it is
‘reasonable to infer that the customers’ expectations were in part
engendered by the fact that the defendants’ games imitated the
nonfunctional design feature of the plaintiffs games. This
consumer expectation is evidence that the nonfunctional design
features of the plaintiff's games had acquired a secondary
meaning. See Harlequin Enterprises Lid. v. Gulf & Western
Corp., 503 F.Supp. 647, 649 (S.D. N.Y. 1980).
There is one other factor which suggests that the design
features of plaintiff's games have acquired a secondary mean-
ing. The substantial number of games sold by the plaintiff is
evidence of secondary meaning. Truck Equipment Service Co.
v. Fruehauf Corp., supra, 536 F.2d at 1220. Since early 1980,
the plaintiff has sold 40,000 Galaxian games, 25,000 Pac-Man
games and 2,500 Rally-X games. From these sales, it may be
inferred tha: customers are familiar with the plaintiff's games,
132
and associate the design features of these games with a single
source. '§
The preceding discussion summarizes the evidence of
secondary meaning.'* This evidence by no means conclusively
establishes the existence of secondary meaning. Although the
issue is a close one, the Court is of the opinion that the plaintiff
has represeuted sufficient evidence to establish that it will
probably succeed in proving that the nonfunctional design
features of its games have acquired secondary meaning.
3. Likelihood of Confusion
The determination of whether the defendant's conduct is
likely to cause confusion depends upon the perceptions of the
reasonable consumer. See RJR Foods, Inc. v. White Rock
Corp., supra, at 1060; Armstrong Cork Co. v. Armstrong Plastic
Covers Co., supra, 434 F.Supp. at 671.'7 The plaintiff must
show that the defendants’ use of the plaintiff's game characters
is likely to confuse a reasonable consumer about the source of
the defendants’ games or the plaintiff's connection with them.
*® This conciusion is reinforced by the operations! characteristics of the plaintiff's
games. Each game has an attract mode which prominently displays the games’
characters. This display of the games’ characters makes « more likely that the public
would associate the characters with games made by the piainuff, The significance of the
attract mode is considered in greater detail in the Court's discussion of likelihood of
confusion.
® Adverusing is another factor which is relevant to resolving the issue of secondary
meaning. Truck Equipment Service Co. v. Fruehauf Corp.. mpra. $36 F.2d at 1220.
The plainuff has offered evidence of its substanual adverusing campaigns designed to
promote its games. This advertising was directed primarily at distributors who
purchase games from the piainuff. The piainuff. however. does not appear w contend
that its games’ design features have acquired secondary meaning among distributors.
among those persons who actually play :he games. Adverusing directed at distributors
is of little probative value in proving secondary meaning recognized by ultimate
consumers.
The Armstrong case is a tradema.. infringement action under 15 U.S.C.
§$ 1114(1). Although the current action involves a claim under 15 U.S.C. §1125( a).
cases such as Armstrong provide authority for assessing the likelihood of confusion in
the instant action. See generally, Biack Hills Jeweiry Manufacturing Co. v. Gold Rush.
Inc.. 633 F.2d 746, 753 a. 7 (8th Cir, 1980).
3
o
133
See Dallas Cowboys Cheerleaders, Inc. v. Pussycat Cinema, Lid.,
supra, 604 F.2d at 204-05. Whether the plaintiff has satisfied
this burden depends upon a variety of factors, no one of which
is determinative. SqguirtCo v. Seven-Up Co., 628 F.2d 1086,
1091 (8th Cir. 1980).
The strength of plaintiff's mark is one factor which should
be considered in assessing the likelihood of confusion.
SquirtCo v. Seven-Up Co., supra, 628 F.2d at 1091. If the
plaintiff's mark has strong secondary meaning in the public’s
mind, the defendants’ use of that mark is likely to cause greater
confusion than the use of a weaker mark would cause. In the
instant case, the showing of secondary meaning does not
suggest that the plaintiff's mark has a strong secondary meaning
among the consuming public. The weakness of the plaintiff's
mark, however, does not mean that likelihood of confusion
cannot be proven. Rather, it means that a strong showing on
the other factors must be made if the plaintiff is to prevail.
Alpha Industries, Inc. v. Alpha Steel Tube & Shapes, Inc., 616
F.2d 440, 445-46 (9th Cir. 1980). The plaintiff has clearly
made such a showing. :
One factor which should be considered in assessing the
likelihood of confusion is the similarity of the design features
used by the parties. The design of the defendants’ game
characters is virtually identical to the design of the plaintiff's
game characters. Because of this striking similarity, the overall
impression created by the defendants’ characters is in-
distinguishable from the impression conveyed by the plaintiff's
characters. SguirtCo v. Seven-Up Co., supra, 628 F.2d at 1091;
RJR Foods, Inc. v. White Rock Corp., supra, 603 F.2d at 1060.
This similarity strongly suggests that the defendants’ use of the
plaintiff's design features would cause confusion in the market-
place.
The risk of confusion created by the striking similarity of
the design features is exacerbated by the manner in which these
-
134 *
games operates.'* Each of the parties’ games has an attract
mode, which is a display continuously shown on the cathode
ray tube whenever the game is attached to a power source and
not in the play mode. The attract mode is designed to entice
passersby into playing the game. The game's characters are
prominently displayed in the attract mode.
The attract modes of the plaintiff's and defendants’ games
are identical in their overall appearance. The attract modes of
the defendants’ games imitate not only the design features of
the plaintiff's game characters but also the plaintiff's manner of
presenting these characters. For example, in both the plaintiff's
Pac-Man game and the defendants’ Mighty Mouth game, the
attract mode features the game characters and their nicknames
in a vertical column. Although the names given the characters
in defendants’ games are different from plaintiff's, the general
impression created by the presentation is the same. After the
characters are introduced, a number of them engage in a chase
underneath the column of characters and nicknames. This
chase is identical in both games.
The operation of the attract mode enhances the likelihood
of confusion from the defendants’ use of characters identical to
the plaintiffs. A person interested in playing a game must
make his choice based on the attract mode. Since the defend-
ants’ attract mode features characters identical to the plaintiff's
and presents these characters in a manner very similar to the
plaintiff's, the ordinary consumer viewing the attract mode
would likely think the game being advertised was the plaintiff's.
In other words, the ordinary consumer would likely be confused
about the source of the game.
“Similarity of the marks . .. mus be considered as they are encountered in the
marketplace. Although similarity is measured by the marks as entities. semilaruies
weigh more heavily than differences.” AMP, inc.. $99 F. 2d at 351. The comparison
should be made “in light of what occurs in the marketplace.” taking into account the
circumstances surrounding the purchase of the goods.
Alpha Industries, Inc. v. Alpha Steel Tube & Shapes, Inc.. supra. 616 F. 2d at 444.
135
An additional factor which should be considered is the
degree of care likely to be used by potential customers.
SquirtCo v. Seven-Up Co., supra, 628 F.2d at 1091; RJR Foods,
Inc. v. White Rock Corp., supra, 603 F.2d at 1061. The cost of
playing the parties’ games is a quarter. This alone suggests that
customer care would not be particularly keen. In addition, the
atmosphere surrounding the games in their normal setting
indicates that a customer would not be likely w scrutinize a
game with such intensity that he would be able to distinguish
the plaintiff's and defendants’ games. This lack of consumer
care is further evidence that there is a likelihood of confusion in
the marketplace.
Two other factors which are related to the degree of
consumer care deserve brief mention. These factors are degree
of similarity between the parties’ products and the competitive
proximity of the products. Alpha Industries, Inc. v. Alpha Steel
Tube & Shapes, Inc., supra, 616 F.2d at 445; Markel v. Scovill
Manufacturing Co., supra, 471 F.Supp. at 1250-51, 1252.
When the parties’ products are similar, defendants’ use of the
plaintiff's mark is likely to cause greater confusion than when
dissimilar products are involved. The likelihood of confusion is
further increased if the parties’ products are distributed through
similar channels of trade to the same ultimate customers. In the
instant case, the parties’ games are identical aad are distributed
through similar trade channels. These facts are further proof of
likelihood of confusion.
Actual incidents of consumer confusion is another impor-
tant factor which should be considered. Although actual
confusion is not an essential element of a Lanham Act cause of
action, it is positive proof of likelihood of confusion. SguirtCo
v. Seven-Up Co., supra, 628 F.2d at 1091; Markel ¥. Scovill
Manufacturing Co., supra, 471 F.Supp. at 1251. See also Truck
Equipment Service Co. v. Fruehauf Corp., supra, 536 F.2d at
1220-2!. The Court has already discussed the consumer
complaints received by Dirkschneider. These complaints in-
136
dicate that some customers placed their money in the defend- —
ants’ games expecting that the games would perform like the
plaintiff's. These complaints are evidence of actual consumer
confusion and provide further proof that the defendants’ con-
duct is causing a likelihood of confusion in the marketplace-
The final factor relevant to the issue of likelihood of
confusion is the defendants’ conscious imitation of the plaintiff's
game characters.'® RJR Foods, Inc. v. White Rock Corp., supra,
603 F.2d at 1060. See also Truck Equipment Service Co. v.
Fruehauf Corp., supra, $36 F.2d at 1220. In the instant action,
the defendants had knowledge of the plaintiff's games and used
characters in their games identical to the characters used by the
plaintiff. This conduct suggests that the defendants were
seeking to capitalize on the public recognition of the plaintiff's
characters. The defendants’ intent to capitalize gives rise to an
inference that the defendants were successful in capitalizing on
the plaintiff's reputation by confusing the public. Markel v.
Scovill Manufacturing Co., supra, 471 F.Supp. at 1252; D C
Comics, Inc. v. Powers, 465 F Supp. 843, 848 (S.D. N.Y. 1978).
Thus, the defendants’ conscious imitation is evidence of likeli-
hood of confusion.
The evidence of likelihood of confusion is substantial. The
Court therefore finds that the plaintiff will probably succeed in
proving that the defendants’ use of the plaintiff's game charac-
ters is likely to cause confusion in the mind of the average
consumer.
B. irreparable Harm and Balancing of the Equities.
The plaintiff need not present specific evidence of irrepa-
rable harm. Once the plaintiff proves the tendency of the
defendants’ conduct to deceive, the requirement of irreparable
harm is satisfied. Black Hills Jewelry Manufacturing Co. v. Gold
Rush, Inc., supra, 633 F.2d at 753; Markel v. Scovill Manufac-
turing Co., supra, 471 F.Supp. at 1254. The plaintiff has clearly
established a tendency to deceive.
® The issue of intent is thoroughly discussed in the Court's consideration of
secondary meaning ;
Id. at 753 n. 7 quoting J. McCarthy, Trademarks & Unfair
Competition §27:5A at 250-5! (1973). The plaintiff has made
4 substantial -howing that the public is likely to be confused.
Thus, an injunction in the instant case would further the public
interest by protecting consumers from the danger of confusion
created by the defendants’ products.
D. Summary
The plaintiff has made a substantial showing that it will
Probably succeed in proving that its game characters are
~ nonfunctional, and that the defendants’ use of the characters
creates a likelihood of confusion. Although the evidence of
secondary meaning is not as substantial, this does not preclude
the Court from issuing a preliminary injunction.
The record contains overwhelming evidence of the likeli-
hood of confusion caused by the defendants’ products. This
confusion is evidence of the substantial injury which both the
plaintiff and public will suffer if a preliminary injunction is not
issued. In light of this injury, the Court is of the opmion that
the plaintiff has made a sufficient showing that it will probably
succeed in proving secondary meaning. The Court therefore
finds that the plaintiff is entitled to a preliminary injunction
the defendants from further violations of the Lan-
ham Act.
An Order will be issued contemporanecously with this
Memorandum Opinion.
Dated this 15th day of July, 1981.
Warren K. Upham
Chief Judge
FILED
District of Nebraska
at
JUL 15 1981
ss a
™ (T}he court ordinarily is not required at an carly stage wo draw the fine line
between a mathemanca!l probability and a substanual possibility of success. This
endeavor may. of course.. be necessary in some circumstances when the balance of
equities may come to require a more careful evaluation of the merits. But where the
balance of other (actors ups decdedly toward plainuff a preliminary injunction may
issue if plainnff has raised quesuons so senous and difficult a3 to call for more deliberate
invesuganon.
Dataphase Systems. Inc. v. C L Systems. Inc. supra, 640 F.2d at 113. See also now |
npre. .
ax
lat ‘ ao, Mh! a a se FT ia
r. —_— wee a ee ee, | ee e es ee age ear er
In the Matter of
CERTAIN COIN-OPERATED
AUDIO-VISUAL GAMES AN igation No. 337-TA-87
COMPONENTS THEREOF
COMMISSION ACTION AND ORDER
Introduction
On May 22, 1980, Midway Mfg. Co., 10750 West Grand
15. Kyugo Co., Ltd.
16. Miyabi Inc., d/b/a Compu Game, Inc.
17. Nihon Bussan Co., Ltd., a/k/a Nichibutsu
18. Stan Rousso, Inc.
19. Taito of Japan
20. T.T. Sales & Service, a/k/a Enterprise, Inc.
21. Wesco Co.
The names of the games at issue are the following: Moon Alien,
Cosmic Alien, Fuso Karateco, Hoei Galaxy, Kyugo Galaxy,
Fuso Galaxian, and Artic Galaxian.
The complainant in this investigation, Midway Mfg. Co.
(Midway ), is an Illinois corporation engaged in the business of
ponents thereof. Galaxian is Midway's trademark for its coin-
operated audio-visual game.
J4
Because of the complexity of the copyright issue, the
Commission published a Notice of Request for Fur.ser Briefing
on May 4, 1981. As a result of the notice; the Commission
received 15 amicus briefs on the copyright question.?
On June 9, 1981, at a public meeting, the Commission
unanimously determined that there is a violation of section 337
of the Tariff Act of 1930 (19 U.S.C. § 1337) in the importation
and sale of certain coin-operated audio-visual games, kits and
components thereof which infringe complainant's copyrights or
common-law trademark or bear false designation of origin as to
an exclusion is the appropriate remedy. The Commission also
unanimously determined that public interest considerations do
not preclude the granting of an exclusion order in this in-
vestigation and that a bond of 54 percent of the c.i.f. value of
the imported articles is appropriate during the Presidential
review period.‘
Action
Having reviewed the record compiled in investigation No.
337-TA-87 and the recommended determination of the ALJ,
the Commission, on June 9, 1981, determined —
3 Briefs were submitted by the following: Richard Kinney,
Esq., Richard H. Stern, Esq., and Jeffrey L. Squires, Esq.;
Harold L. Novick, Esq.; Sega Enterprises, Inc., and Gremlin
Industries Inc., (Sega/Gremlin ); Omni Video Games, Inc., and
Ferncrest Distributors, Inc.; Intel Corp.; Arthur L. Levine, Esq.;
Finnegan, Henderson, Farabow, Garret & Dunner, IBM;
Kaye, Scholer Fierman, Hays & Handler, Williams Electronics,
Inc.; and Atari, Inc.
“The Commission also voted to deny the joint motion of
complainant and respondent Nichibutsu to terminate Nichi-
butsu as a party respondent based upon a consent order
agreement.
hs
J5
1. To deny the joint motion to terminate respondent
Nichibutsu as a party respondent:
tendency of which is to substantially injure an industry, effi-
ciently and economically operated. in the United States;
3. That the appropriate remedy for such violation of
section 337 is an exclusion order, Pu uant to subsection (d) of
section 337 of the Tariff Act of 1930 (19 U.S.C. § 1337(d)),
Preventing the importation of certain coin-operated audio-
visual games, kits and components thereof as follows:
Play mode of that game: (1) Moon Alien, (2) Kyugo
Galaxy, (3) Hoei Galaxy, (4) Taito Galaxian, (5) Kara-
teco and Fuso Galaxian, and (6) Artic Galaxian.
B. Exclusion of coin-ope’ ated audio-visual games,
kits or components thereof which infringe Midway's com-
mon law trademark through the use of the names Gala-
xian, Galaxy or Galaxip or which bear a false designation
of origin.
4. That the public interest factors enumerated in subsec-
tion (d) of section 337 of the Tariff Act of 1930 (19 U.SiC.
§ 1337(d)) do not preclude the issuance of an exclusion order
in this investigation; and
§, That, as provided in subsection (g)(3), of section 337
vw me Tariff Act of 1930 (19 U.S.C. § 1337(g)(3)) the
propriate bond during the period this mauer is pending
yaw am. f q -
ese Ne Ba?
9
P
before the President is in the amount of 54 percent of the c.i.f. :
value of the imported articles.
Order
Accordingly, it is hereby ORDERED THAT—
1. The joint motion (Motion 87-16) of complainant
and respondent Nihon Bussan Co., Inc., d/b/a/ Nichi-
butsu to terminate Nichibutsu as a party respondent on the
basis of a consent order agreement is denied;
2. Certain coin-operated audio-visual games, kits and
components thereof which infringe complainant's attract
mode and the first few moments of the play mode before
the player takes control of the game are excluded from
entry into the United States—specifically, Moon Alien,
Kyugo Galaxy, Hoei Galaxy, Taito Galaxian, Karateco :
and Fuso Galaxian, and Artic Galaxian.
3. All games, kits and components which infringe
complainant’s trademark or bear false designation of ori-
gin are excluded from entry into the United States.
4. The articles to be excluded from entry into the
United States shall be entitled to entry under bond in the
amount of 54 percent of the c.i.f. value of the imported
articles from the day after this order is received by the
President pursuant to subsection (g) of section 337 of the
Tariff Act of 1930 (19 U.S.C. § 1337(g)) until such time
as the President notifies the Commission that he approves
or disapproves this action, but, in any event, not later than
60 days after the date of receipt; :
5. Notice of this Action and Order be published in the
Federal Register;
6 A copy of this Action and Order, and of the Commis-
sion opinivn in support thereof be served upon each party of
a
ae OFT Sy cae WE ee Sth Oy A
37
record to this investigation and upon the Department of Health
and Human Services, the Department of Justice, the Federal
Trade Commission, and the Secretary of the Treasury; and
7. The Commission may amend this Order in accordance
with the procedure described in rule 211.57 of the Commis-
sion’s Rules of Practice and Procedure (46 F.R. 17533, Mar. 18,
1981).
By order of the ©~=mmission.
KENNETH R. MASON
Secretary
Issued: June 25, 1981
ps
yg *
OPINION OF THE COMMISSION
1. PROCEDURAL HISTORY'
On May 22, 1980, Midway Mfg. Co., 10750 West Grand
Avenue, Franklin Park, Illinois, filed a complaint with the U.S.
International Trade Commission under section 337 of the Tariff
Act of 1930 (19 U.S.C. $1337). An amendment to the
complaint was filed on July 9, 1980. The amended compiaint
alleges unfair methods of competition and unfair acts in the
unauthorized importation of certain coin-operated audiovisual
games into the United States, or in the unauthorized sale of
such articles in the United States based upon common-law
trademark infringement; passing off,? imitation of trade dress,?
and false designation of origin. The complaint alleges that the
effect or tendency of these unfair methods of competition and
unfair acts is to substantially injure an industry, efficiently and
economically operated, in the United States.
Complainant seeks cease and desist orders against the
domestic respondents and an exclusion order against the alleg-
edly offending imported games and kits (i.e., circuit boards).
On June 19, 1980, the Commission instituted an in-
vestigation based on Midway's amended complaint. On June
20, 1980, a notice of investigation was issued and thereafter
' In this opinion, the following abbreviations will be used:
ALJ means the Administrative Law Judge. RD means Recom-
mended Determination of the ALJ. CX means exhibit filed
2 This count was subsequently waived by complainant and
therefore the Commission need not address this issue. (Com-
plainant's Pre-hearing Brief, p. 5, Aug. 11, 1980.)
3 This count was also waived by complainant and thus wilil
not be considered by the Commission. (Complainant’s Brief,
p. 2, Dec. 30, 1980.)
: Se Pa) RAO ie, ee Oh ea
as “aoe ese es are Gee SK, ei ae © 2 t re *“
J9
Published in the Federal Register (45 F.R. 42891, June 25,
1980). On October 8, 1980 on complainant's motion, the notice
of investigation was amended to add a count of copyright
infringement.
Eight foreign and 12 domestic respondents were named in
the original notice of investigation. Since institution of the
investigation, several motions to add and/or terminate respond-
ents have been granted by the Commission.é
The following respondents remained in this investigation
at the time the record was certifed to the Commission:
- Active Amusement Co.
. Artic Electronics Co., Ltd.
. Arjay Export Co.
Bonanza Enterprises, Ltd.
|
Tee
15. Kyugo Co., Ltd.
16. Miyabi Inc., a/k/a Compu Game, Inc.
17. Nichibutsu, a/k/a Nihon Bussan Co., Ltd.
18. Stan Rousso, Inc.
:
|
:
F
>
J10
19. Taito of Japan
20. T.T. Sales & Service, a/k/a M. Enterprise, nc.
21. Wesco Company
The games at issue are Moon Alien, Cosmic Alien, Hoei
Galaxy, Kyugo Galaxy, Fuso and Karateco Galaxian, Artic
Galaxian. The kits are Wesco Galaxian Kit, KEK Galaxian
Kit, Hobby Galaxian Kit, and En’sco Galaxian Kit.
The ALJ has recommended that the Commission deter-
mine that there is g violation of section 337 by the following
respondents: Hoei Sangvo, Nihon Bussan Co., Ltd., a/k/a
Nichibutsu, Artic Electronics Co., Ltd., Fuso Corporation,
Kyugo Company, Ltd., Chens International, Inc., Arjay Export
Co., LJ.S., Inc., General Vending Sales Corp., Taito Corpo-
ration, Stan Rousso, Inc., Compu-Game, Inc. (Miyabi), M.
Enterprise, Inc. a/k/a T.T. Sales & Service, and Circle Inter-
national. The ALJ also recommended that 10 other respond-
ents be dismissed. The ALJ found that each of the respondents
listed above committed one or more of the following unfair
acts: (1) common law trademark infringement, (2) false
designation of origin, (3) simulation of trade dress, and, (4)
copyright infringement.
Only the IA filed exceptions to the R.D.¢
* Hobby Industries, Ltd., En’sco Co., Ltd., Universal Co.,
Lid., Universal U.S.A., Inc., Wesco Co., Active Amusement
Co., International Trademarks, Bonanza Enterprises, Inc., KEK
Industries, Inc., and Sunrise New Sound, Inc. As noted in
footnote 4, supra, Universal U.S.A., Universal Co., Ltd., and
Sunrise New Sound have already been dismissed.
*IA Pre-hearing Brief (p. 8). The Commission in-
vestigative attorney disagrees with and takes exception to that
part of the R.D. which finds that:
|. Respondents Nichibutsu, Generai Vending, and
1J.S. violated section 337 by infringing both of complainant's
copyrights, by the manufacture and sale of The Moon Alien
( Footnote continued on following page)
Jil
Because of the complexity of the copyright issue, the
Commission published a notice of request for further briefing
on May 4, 1981 As a result of that Notice, the Commission
received fifteen amicus briefs on the copyright question’
IL. PRELIMINARY ISSUE
On November 19, 1980, complainant and respondent
Nichibutsu, Ltd., filed a motion to terminate as to Nichibutsu
based upon a proposed consent order and a proposed consent
order agreement. The IA opposed that motion because he was
J12
lll. FACTUAL BACKGROUND
The products involved in the investigation are certain coin-
operated audiovisual games 2~“ kits. The “Galaxian” game
was introduced by Namco, Lid., the Japanese company that
created the game, at a trade fair of the Japan Amusement
Trade Association in Tokyo in October 1979. (TR 367.) The
game became popular almosi immediately in Japan. (TR 37.)
Shortly after the introduction of the Galaxian game in
Japan, on November 13, 1979, Midway purchased from Nam-
co the exclusive right to manufacture and sell the Galaxian
game in the United States. (CX 25.) The license agreement
includes the “attract mode” for the game, and the game itself
(the “play mode”). As part of the license agreement with
Namco, Midway agreed to make no changes in the game itself,
and only a few minor changes, expressly agreed to by Namco,
could be made in the trade dress of the game.
The Galaxian game has both a “play mode” and an
“attract mode.” The attract mode is a short sequence of images
nity for public comment. The general rule set forth by the
Administrative Procedure Act in 5 U.S.C. 556(c)(1) that an
“agency shail give all interested parties opportunity for the
a rr 7 —?
sg
a n3
lated game, which ends with the destruction of the player's
rocket base defense ship.
Once a coin is inserted the game enters the “play mode” in
which the player controls the lateral movement of the defense
ship and fires missiles at the attacking aliens.
Galaxian is Midway's trademark for a coin-operated
audio-visual game which incorporates numerous distinctive
design features in both its video screen and cabinctry. The
video screen of the Galaxian game displays a visual work
incorporating five rows of “alien” figures swinging in a slow
sideways movement back and forth across the top of the screen.
For scoring purposes, there are four denominations or ranks of
these aliens, which are reflected in different colors for the
different rows, with the highest ranking near the top of the
screen and the lowest ranking near the bottom. The top-most
row of aliens consists of two rocket-shaped figures with station-
ary wings, and the lower rows of aliens have flapping wings. At
the bottom of the Galaxian screen is a two-color rocket figure or
defense ship (Galaxip) that shoots yellow missiles in a vertical
trajectory toward the aliens. When the missiles collide with an
alien, the alien is destroyed. accompanied by a multicolored
“explosion” appears on the screen. Surviving aliens invert and
swoop down to bomb the defense ship. This “peeling off” from
the alien convoy occurs either by single aliens or by aliens in
formation. The defense ship is shifted horizontally along the
base of the screen under control of the player to avoid a
destructive collision with the aliens and the shower of bombs
dropping from the aliens as they descend. Behind the aliens
appears a twinkling star background of multicolored lights
which rolls from the top of the screen to the bottom. In the
lower right corner of the screen, the number of alien convoys
destroyed is recorded by means of images shaped as pennants,
and at the lower left corner of the screen the number of defense
ships is recorded by means of images of defense ships remain-
ing to be played.
Ji4
The visual features of the Galaxian game are acco.npanied
by distinctive sound effects, including musical phrases and
sounds of firing rockets and explosions.
Midway’s Galaxian game is manufactured in two models,
an upright console, approximately 6 feet by 2 feet by 2 feet, and
a cocktail table configuration, approximately 3 feet by 3 feet by
2 feet. Both types of cabinet contain a logo characterized by the
word “Galaxian” in distinctive lettering with a distinctive style
in the form of a large arc over the letters and a star as the dot of
the “I”. This logo appears in the upper part of the front of the
upright cabinet and on the top horizontal surface of the cocktail
table. The logo without the star appears on the sides of the
upright cabinet. The sides of the upright cabinet also depict a
large robotic insect in flight over an extraterrestrial landscape.
(CPX-i2)
IV. COMMON LAW TRADEMARK INFRINGEMENT.
The elements necessary to prove ccmmon law trademark
infringement are as follows:
1. The mark must be distinctive;
2. The mark must be arbitrary or created for the
express purpose of serving as a trademark;
3. The mark, if a design, must be nonfunctional;
4. The mark must have achieved secondary meaning,
unless the mark is either “suggestive”® or non-descriptive,
5. There must be likelihood of confusion.
‘eibacncaiietineess at enade atnicaane measoemtoaen anes
quality or ingredients of goods as opposed to a descnptve mark
(1 J.T. MeCarthy, Trademarks an Unfair Competition.
wor (fa
ais Cenain Novelty Glasses, 337-TA-SS, USITC Pub. 991
(1979).
hat
Ji5
There isa conflict between the IA and complainant as to
whether secondary meaning’' is a necessary element of
Midway’s common law trademark infringement claim.'? The
IA concedes, and the ALJ found, however, that secondary
meaning as to “Galaxian” has been established, and that the
name “Galaxian” has acquired a common law trademark
status. The Commission also agrees that the use of the word
“Galaxian” by any other manufacturer would misappropriate
complainant’s proprietary interest in the name “Galaxian”.
The term “Galaxian” .
The ALJ found that the word “Galaxian” is arbitrary and
id atari Ste ceilliiiinn: Mataiieen: Hatitieasinn titi tal
i a common law trademark not requiring proof of secondary
meaning." All parties agreed that the term “Galaxian” is
nonfunctional. The ALJ noted that complainant does not claim
that there is confusion of the playing public by the use of the
cares who manufactured the game. Rather, Midway is con-
cerned about the confusion of the operator who buys the games
from the distributor.'* An operator is the owner of an arcade or
a person who buys a game, finds a restaurant or bar location for
it, and splits the income from it with the owner of the restaurant
or bar. We agree with the ALJ and we believe that the word
Galaxian is entitled to protection.
" Secondary meaning occurs when the name of a product
is associated with a particular manufacturer in the minds of
consumers. Carter-Wallace v. Proctor & Gamble Co., 434 F.2d
794 (9th Cir. 1970).
5g jammecn get Grad: xa iehcaamsmmmamna aed
3 R.D., p. 10; See also Miller Brewing Co. v. G. Heilman
Brewing Co., Inc., 561 F.2d (7th Cir. 1977), J. T. McCarthy,
ee ee eee
» P.
er ak
J16
The Restatement of Torts § 729 sets forth four criteria to
4 be considered in determining likelihood of confusion:
eh (a) the degree of similarity between the designation
a _ amd the trademark or trade name‘in
| (i) appearance;
(ii) pronunciation of the words used;
(iti) verbal translation of the pictures or designs
involved;
(iv) suggestion;
(b) the intent of the actor in adopting the designation;
(c) the relation in use and manner of marketing
between the goods and services marketed by the actor and
those marketed by the other;
(d) the degree of care likely to be exercised by
The three-part test of Restatement § 729(a) has been
characterized as the “sound, sight and meaning” trilogy. | J. T.
McCarthy, § 23:4. That is, the conflicting marks are to be
compared with respect to similarity of pronunciation, appear-
ance, and verbal translation. /d.
As to the other elements of likelihood of confusion, there is
testimony of actual confusion in the record. (CX 61 p. 5-6)
viewing respondent's games are misled into thinking
#
= = a
+
The terms “Galaxy” and “Galaxip”
The remaining question is whether using the words “Ga-
laxy” and “Galaxip” infringe Midway's trademark because of
respondents who used the words “Galaxy” and “Galaxip” had
also infringed complainant’s trademark rights. The LA argued
that “Galaxy” and “Galaxip” are not similar enough to “Gala-
xian” to infringe the common law trademark accorded to the
‘word Galaxian.
A discussion of the test for likelihood of confusion based
upon similarity in sound, meaning and appearance as to each
game follows: '¢
The ARTIC GAME is manufactured by Artic Electronics,
Inc., and sold in the United States by Chens International. A
comparison of the Artic game and Midway's game shows that
they are extremely similar. Both use the name “Galaxian” on
the game cabinet, and in both names there is an arc between
the “G” and the “N”, and a star above the “I”. Although the
colors are different, in both games the colors are split horizon-
tally. The words “Galaxip” and “Galaxians” appear in the
attract mode.
Since there is a likelihood of confusion between the Artic
game and the Midway game, both Chens and Artic have
infringed Midway's common law trademark “Galaxian.”
© The Moon Alien Game does not use the name Galaxian
or any similar sounding name. No allegation of common law
trademark infringement was made against Nichibutsu, General
Vending, or LJ.S., Inc.
Ji8
As to the KARATECO GAME, manufactured by Fuso
Corp. and imported by Arjay, there is a lik-lihood of confusion
between the two games because the name “Galaxian” is used
by both games, and because the Karateco game and the
Midway Galaxian game are almost identical. The Karateco
game uses the aame “Galaxians” and the word “Galaxip” in
the attract mode, but not on the cabinet. (CPX-I1). We agree
with the ALJ that Fuso has infringed Midway's common law
trademark.
The TAITO GALAXIAN GAME (CPX-Q) is manufac-
tured by respondents Taito of Japan and is imported and
distributed in the United States by a wholly owned subsidiary,
Taito of Hawaii, Corp. The game uses the word “Galaxians,”
Midway’s common law trademark, in the attract mode. We
therefore determine that TAITO has infringed the common law
trademark of Midway. .
The HOEI G4ME, manufactured by Hoei Sangyo
distributed by Stan Rousso and Miyabi, Inc., d/b/a Compu-
Game, uses the name “Galaxy” on the cabinet. (CPX-F).
Because the Hoei Galaxy game and the Midway Galaxian
game are so similar and the name “Galaxy” is so close to the
name “Galaxian” the use of the name “Galaxy” creates a
likelihood of confusion. In addition, the attract mode of the
Hoei game uses the word “Galaxians”. We therefore deter-
mine that Hoei Sangyo, Stan Rousso, and Compu-Game, Inc.,
have infringed Midway’s common law trademark.
The FUSO GALAXIAN GAME manufactured by Fuso
Corp. and distributed by M. Enterprise, Inc., uses the word
“Galaxian”. We determine that Fuso and M. Enterprise, Inc.,
have infringed Midway's common law trademark.
The Commission finds that the complainaat’s common law
trademark has been infringed by the following respondents by
_
ot)
seh ee
Ji9
use of the terms “Galaxian”, “Galaxy” or “Galaxip”:'7 Chens
International, Inc.; Taito of Japan, Ltd.; Artic Electronics Co.,
Ltd.; Fuso Corporation; T.T. Sales and Service; Hoei Sangyo;
Stan Rousso, Inc.; and Miyabi. Ind., d/b/a Compu-Game,
Kyugo Co. Ltd. and Circle International, Inc. ,
FALSE DESIGNATION OF ORIGIN
The complainant has alleged the count of false designation
of origin. The same elements which establish common-law
trademark infringement also establish a prim facie case of false
designation of origin, i.e. of the manufacturer. We, therefore,
find that Taito of Japan, Lid., Hoei Sangyo, Stan Rousso, Ina,
Miyabi, Inc., Fuso Corporation, Circle International, Inc., and
T.T. Sales & Service have violated sectidn 337 by reason of
false designation of origin.'* Respondents Chens International
and Artic Electrouics, because of the conspicuous use of the
name of the manufacturer (Artic) in the attract mode, on the
sides of the cabinet, and on the instruction panel as well as such
instructions being in Japanese, are not found to have falsely
‘7 It is interesting to note that, when complainant filed its
application for federal registration of the Galaxian trademark,
the application was objected to on the ground that there was
another mark registered as “Galaxy Ranger.” tr., p. 17. How-
ever, upon a showing by the complainant that it also owned
that mark, the objection was withdrawn and complainant is
currently awaiting publication of the trademark “Galaxian.”
The initial objection to the use of the name “Galaxian” was
based upon the finding by the examiner in the Pa: nt and
Trademark Office that there might be the likelihood of con-
fusion between “Galaxian” and “Galaxy Ranger.”
*® Chairman Alberger, Vice Chairmar Calhoun, and Com-
missioner Bedell note that there is no respondent found to have
engaged in false designation of origin which is not also covered
under the common-law trademark findings. Furthermore, there
is no additional or more appropriate relief available under
section 337 for this particular violation beyond that which the
Commission is already granting for common-law trademark
infringement.
J20
designated the manufacturer of origin. Additionally, there is no
finding made against Kyugo Company Ld. as there was no
evidence presented that Kyugo had misrepresented the origin
of its Galaxy game.
VL UNFAIR ACTS REGARDING COPYRIGHT
In order to sustain a claim of copyright infringement, a
plaintiff in federal court’? is required to demonstrate two
elements: (1) ownership of the copyright in question; and (2)
copying by the defendant. Samet & Wells, Inc. v. Shalom Tay
Co., Inc., 429 F. Supp. 895 (E.D.N.Y. 1977), aff'd 578 F.2d
1369 (2d Cir. 1978); Russ Berrie & Co., Inc. v. Jerry Elsner Co.,
Inc., 482 F. Supp. 980 (S.D.N.Y. 1980); Sid & Marty Krofft
Television Productions, inc. v. McDonald’s Corp., 562 F.2d
1157, 1162 (9th Cir. 1977); M. Nimmer, Nimmer on Copyright
§ 13.01 (hereinafter Nimmer). We deal with each of these
elements separately.
A. COPYRIGHT OWNERSHIP
According to Professor Nimmer, the copyright law of the
made. 3 Nimmer § 13.01[a} and cases cited therein. These
elements are as follows:
1. Originality in the author;
19 At least one of the briefs rec _- ‘ed by the Commission as
a result of our request for further briefing of copyright issues
suggested that the Commission has the power to remedy an
2
er
os)
J21
eo
2. Copyrightability of the subject matter;
3. Citizenship status of the author such as to permit a.
claim of copyright;
4. Compliance with applicable statutory formalities;
and
5. If the plaintiff is not the author, a transfer of right
or other relationship between the author and the plaintiff
sO as to constitute the plaintiff the valid copyright claimant.
Complainant alleges that it has made a prima facie showing of
each of these elements and, therefore, that the Commission
should conclude that it is the copyright owner.
A review of the record in this investigation reveals that the
complainant has alleged facts tending to prove each of these
elercents. It appears to us that, in the absence of any rebuttal,
the evidence brought forth by the complainant in support of
those allegations is sufficient to meet threshold levels of reliabil-
ity and probative value.
In finding that ownership of the copyright has been
established in this case, we note that the respondents in this
investigation are in default—that is, none of the named re-
spondents participated in the fact-finding phase before the
Commission's. ALJ. the record certified to the Commission
consists exclusively of evidence presented by the complainant
and by the commission investigative attorney. Since no evi-
dence was presented by any of the respondents, we are
constrained to rely upon that evidence presented by the com-
plainant and the IA. Therefore, while our factual conclusions
are based upon the record before us, we will not speculate
whether we would reach the same conclusions after examining
the record of a fully litigated proceeding.
We turn now to each of the requisite elements.
Originality. As cited above, there is evidence on the record
that the game known as Galaxian was created by Namco of
J22
Japan, and there is alsc evidence that Namco transferred ail its
rights, title, and interest in the game, at least for the U.S.
market, to the complainant. The document of transfer, in fact,
has been filed with the Copyright Office. No evidence has been
brought forward to rebut this evidence of originality and
transference of rights. Therefore, we find chat Midway is the
proprietor of all legal rights in the Galaxian game.
Validity. The record of this investigation reveals that the
certificates of registration have been made a part of the record
of this investigation. The certificates of registration recite
complainant’s claim that copyright extends to all audiovisual or
cinematographic work.
The Copyright Act of 1976 treats the existence of certifi-
cates of registration as evidence relevant to the prowf of the
validity of copyright:
$410. Registration of claim and issuance of certificate.
_(¢) In any judicial proceedings, the certificate of a
made before or within 5 years after first
within the discretion of the court. (Emphasis supplied.)
17 US.C. 410(c). Since registration appears to have been
made within five years of the date of first publication, the
certificates of registration constitute prima facie evidence of the
validity of the claimed copyright.” This follows the principles
of case law enunciated under the Copyright Act of 1909.
22 Although the record is not specific, the first publication
of Galaxian appears to have occurred in 1979 and registration
was made in 1980.
J23
The legislative history makes it clear that § 410(c) is a
codification of the principles developed in judicial decisions
under the Copyright Act of 1909. H.R. Rep. 94-1476, 94th
Cong., 2d Sess, p. 157 (1976). It is well settled in that case law
that once a copyright certificate is issued, it constitutes prima
Sacie evidence of the facts stated therein.2' The issuance of a
certificate of registration by the Copyright Office gives rise to a
presumption of ownership and validity of the claimed copy-
right.22 The presumption so created is rebuttable, and the
burden of going forward shifts to the defendant.2* These
2" Monogram Models v. Industro Motive Corp., 448 F.2d
284 (6th Cir. 1971); Herbert Rosenthal Jewelry Corp. v.
Grossbardt, 428 F.2d 551 (2d Cir. 1970).
22 Novelty Textile Mills, Inc. v. Joan Fabrics Corp., 558
F.2d 1090 (2d Cir. 1977); Kieselstein-Cord v. Accessories by
Poor, Tes, 498 F- Supp. 732 (S.D.N.Y. 1980).
23 Monogram Models, Inc. v. Industro Motive Corp., 448
F.2d 284 (6th Cir. 1971); Rohauer v. Friedman, 306 F.2d 933
(9th Cir. 1962); Jerry Vogel Music Co. v. Forster Music
Pubeion, 147 F.2d 614 (2d Cir. 1945).
24 Monogram Models, Inc. v. Industro Motive Corp., 448
F.2d 284 (6th Cir. 1971); Rohauer v. Frielman, 306 F.2d 933
(9th Cir. 1962); Samet & Wells, Inc. v. Shalom Toy Co., Inc.,
429 F. Supp. 895 (E.D.N.Y. 1977), aff'd 578 F.2d 1369 (2d
Cir. 1978); Stratchborneo v. Arc Music os 357 F. Supp.
1393 (S.D.N.Y. 1973); See also Epoci. ‘'roducing Corp. v.
Killiam Shows, Inc. 522 F.2d 737 (2d Cir. het den. 424
U.S. 955 (1976); Plymouth Music Co. v. Magnus Organ Co.,
456 F. Supp 676 (S.D.N.Y. 1978).
J24
Complainant's certificates of registration create, at law, the
presumption of validity of the claimed copyright. Since no
evidence to rebut that presumption has been brought forward
by any of the respondent parties or by the Commission
investigative attorney, we must conclude that complainant has a
valid copyright.75
Citizenship, Statutory Formalities, and Transference. The
same reasoning also dictates our conclusions with regard to the
citizenship status of the author, compliance with applicable
the basis of the lack of any evidence to rebut the presumptions
created by the certificates of registration and the facts brought
forward by the complainant, we find that the complainant has
estabiished a prima facie case for each of these elements.
28 We note that the Commission has recently instituted an
based upon another complaint by Midway, which
appears to involve similar allegations of copyright in-
fringement. Since our conclusions today are based upon an
uarebutted presumption, we expressly reserve judgment on the
copyrightability of the games covered by the new investigation,
particularly the audiovisual displays of those games.
Chairmas Alberger and Commissioner Stern note further
form of deposit and regis.cation, whether the work was first
published in Japan or the United States.
J25
B. Copying
The second substantive element necessary to sustzin a
copyright infringement action is copying by the defendant.
Since it is rare for the plaintiff to be able to prove copying by
direct evidence, the courts have developed the principle that
evidence of access and substantial similarity create an inference
of copying. The plaintiff has the burden of showing both.
Jewel Music Publishing Co. v. Leo Feist, Inc., 62 F Supp. 596
(S.D.N.Y. 1945); Sarkadi v. Wiman, 135 F.2d 1002 (24 Cir.
1943). As Professor Nimmer has stated:
It has been held tt.at where the plaintiff has made a strong
prima facie case of copying by proving both access and a
convincing number of similarities there is a high probabil-
ity that copying whether intentional or unintentional has in
fact occurred so that at that point the burden of going
forward with evidence shifts to the defendant who must
either negative the probability of copying by evidence of
independent creation, or justify the copying by evidence of
authority from or through the plaintiff. Ouce a prima facie
case of copying has been made by evidence of access and
substuntial similarity, it has been said that in the absence
of countervailing evidence of independent creation by
defendant (or, presumably of authority from or through
plaintiff), a finding that there has been no copying would
be clearly erroneous. (Citations omitted )
3 Nimmer § 12.11[D], pp. 12-83-85.
In this investigation, there is no direct evidence of copying.
Therefore, we must look to see whether the respondents had
access to plaintiff's work and whether there is substantial
similarity. There is evidence in the record that the respondents
had access to the Galaxian games. There were at least two
trade shows at which the games were displayed. In addition,
the games have been available in the market place for some
time, and respondents’ alleged infringing games did not appear
ei Ml a:
Ss
<4
J26
until well after they had such access. Therefore, there is a
sufficient demonstration on the record to support the proposi-
tion that the respondents had access to the complainant's
Galaxian game, and we so find.
Since respondents had access to complainant’s work, we
turn now to an analysis of the alleged similarity between
complainant's work and the allegedly infringing works.
Similarity itself ~ insufficient; there must be “substantial
similarity” between the two works. 3 Nimmer § 13.03. How-
ever, the determination of substantial similarity is difficult, and
it is almost impossible to lay down a general definition. 3
Nimmer § 13.03[ A); See Caddy-Imler Creations, Inc., v. Caddy,
299 F.2d 79 ( %h Cir. 1962); L & L White Metal Casting Corp.
v. Joseph, 387 F. Supp. 1349 (E.D. N.Y. 1975). In general, the
courts have applied what may be called the “ordinary observ-
er” test: 3 Nimmer § 13.03(E)}[1); for example, Novelty Textile
Mills, supra.
The ordinary observer test in discussing fabric designs, for
example, has been stated to be “whether an ordinary observer,
who is not attempting tc discover disparities ‘would be disposed
to overlook them and regard their aesthetic appeal as the
same.’ Novelty Textile Mills, supra, 1093. The ordinary
observer test appears to have been modified in the leading case
of Arnstein v. Porter, 154 F.2d 464 (2d Cir. 1946), where the
Court divided the issue of substantial similarity into two
and whether the copying constitutes appropriation. See for
example, Mattel, Inc. v. S. Rosenberg Co., 296 F Supp. 1024
(S.D.N.Y 1968); Stratchborneo, supra. The Ninth Circuit also
appears to have established a two-step analysis. Sid & Mary
Krofft Television Productions, supra. First the court would
examine whether theré is a substantial similarity between the
“general ideas” of the two works. If such substantial similarity
With regard to all games available to the Commission, and
which physical exhibits have been submitted, the ALJ, the
Commission, and the Commission's staff have conducted ex-
games are “substantially similar” to Galaxian with regard to
the attract mode. We therefore concur with the ALJ's con-
clusion with regard to the attract mode.
It is also apparent to us that the play mode of each of the
alleged infringing games, at least up until that moment in which
the player is given control over the defenseship, is substantially
similar tw the play mode of the complainant's game. To this
extent, we concur with the opinion of the ALJ.
Moon Alien is different from the other infringing games in
that there are original works of authorship which are apparent-
ly unique to Moon Alien. These are the energy bar, which
appears at the bottom of the screen during the actual perform-
ance of the game itself and during the performance of the
simulated game in the attract mode, and the trajectory of the
missiles fired by the player have some lateral movement subject
to control by the player. In all other respects, the Moon Alien
game appears to be derived from the Galaxian game.
With regard to the attract mode of Moon Alien, our
observation demonstrates that Moon Alien is similar to Galax-
ian in several significant aspects.
|. The rolling star background:
328
2. The shape and color of the aliens in the simulated
game,
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