Petition — Artic International, Inc. v. Midway Manufacturing Co.
Supreme Court brief1983
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flice-Supreme Court.
JUN 7 1983
No. 82-__ CLERK
ALEXANDER L. STEVAS.
IN THE
Supreme Court of the Gnited States
OCTOBER TERM, 1982
ARTIC INTERNATIONAL, INC.
Petitioner,
Vv.
Mipway Mrs. Co..,
Respondent.
_—
PETITION FOR A WRIT OF CERTIORARI
TO THE UNITED STATES COURT OF
APPEALS FOR THE SEVENTH CIRCUIT
RICHARD H. STERN
(Counsel of Record)
STERN & ROBERTS
2555 M Street N.W.
Washington, D.C. 20037
202) 785-0990
Attorneys for Petitioner
Of Counsel:
RICHARD G. KINNEY
KINNEY & ASSOCIATES
Suite 1645
55 E. Jackson Blvd.
Chicago, IL 60604
(312) 726-3966 “
June 1983
Se
PRESS OF BYRON S. ADAMS PRINTING, INC.. WASHINGTON, D.C,
QUESTIONS PRESENTED
1. Whether claims of copyright may be asserted over every
one of the indefinitely large number of different visual displays
that ever did or ever will occur in the performance of a video
game, whenever a human being interacts with the computer
and computer program of the video game machine.
2. Respondent sold video game machines to customers.
The machines included as component parts computer chips
containing computer program material used to operate the
machines to play a video game work copyrighted by respon-
dent. Later, petitioner sold these machine owners substitute
computer chips containing enhanced versions of the original
computer program material. The enhanced computer program
speeded up and changed the video game. The purpose of using
the enhanced program was to improve the owners’ earnings
from their machines.
The question presented is whether petitioner is liable for
contributory copyright infringement for selling the substitute
computer chips to the machine owners.
3. Whether it was reversible error for the lower court to
disregard, in granting a preliminary injunction against alleged
copyright infringement, petitioner’s “unclean hands” and mis-
use defense that respondent’s copyright infringement action
against petitioner was brought in furtherance of an unlawful
conspiracy to divide markets. *
*Rule 28.1 statement: Petitioner, Artic International, Inc., has no
parent, subsidiary, or affiliate.
ii
TABLE OF CONTENTS
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D. Midway’s Acquisition of Rights to the Video Games
and the Agreement for Allocation of Markets ....
Reasons Form GRANTING THE WRIT . o.oo occ cc cn veces:
I. Video Game Displays Are Not Copyrightable
“Audiovisual Works” And Copyright Cannot Ex-
tend To Cover Each And Every Video Game Display
That Ever Occurred Or Ever Will Occur Whenever
The Video Game Was Or Will Be Played. But In Any
Event Only This Court, Not The Lower Courts,
Should Determine Whether Video Games, A Novel
Kind Of Work, Are Thus Copyrightable .........
II. Petitioner Cannot Be Liable For Contributory
bn yright Infringement, Because No Direct Copy-
ght Infringement Occurs When The Lawful Pur-
a Of The Te . Owner's Product Modifies
It To Restore Or Improve Its Economic Value ..
III. The Courts Below Committed Reversible Error By
Refusing To Consider Petitioner’s “Unclean hands”
Defense As A Factor In Deciding Whether To Grant
Injunctive Relief Against Petitioner ............
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APPENDICES:
Appendix A: Opinion of the United States Court of
Appeals for the Seventh Circuit (April 11, 1983) .
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Table of Contents Continued
Page
Appendix B: Opinion of the District Court (March 10,
OO hiibecie rk ceseucascencees
Appendix C: Opinion of the District Court (June 2, 1981) 38a
Appendix D: Opinion of the District Court (June 11, 1981) 62a
Appendix E: Preliminary Injunctive Order (March 10,
cc ken an sdesncutedennssuns 65a
Appendix F: Relevant Statutes ...........eeeee renee
iv
TABLE OF AUTHORITIES
CASES: Page
Adams v. Burke, 84 U.S. (17 Wall.) 453 (1873) ....... 17
American Int'l Pictures, Inc. v. Foreman, 576 F.2d 661
ie a viaccess cde nccsns 18
Aro Mfg. Co. v. Convertible Top Co., 365 U.S. 336
TI ha ew hc veweuscnns 16, 17, 18
Bauer & Cie. v. O'Donnell, 229 U.S. 1 (1913) ........ 18
Blonder-Tongue Laboratories, Inc. v. University of [lli-
nois Foundation, 402 U.S. 318 (1971) ......... 19, 24
Bobbs-Merrill Co. v. Straus, 210 U.S. 339 (1908) ..... 17
Boston Store Co. v. American Graphophone Co., 246
De cee nc nce ewenccs 18
Broadcast Music, Inc. v. Columbia Broadcasting Sys-
MO OEE Ue TD vi cas cccce cc cccs 23
Broadcast Music, Inc. v. Moor-Law, Inc., 484 F. Supp.
in von cece cvekevecceccs 23
Brulee ¥v. Tavs Co., S79 U.S. ZO UIGG4) jw. kw cece. 22
Deepsouth Packing Co. v. Laitram Corp., 406 U.S. 518
Ee Se ee 15
Fawcett Publications, Inc. v. Elliot Publishing Co., 46
©. CAT Oe. e FORE) oo ccivec se ecccscecs 18
Fortnightly Corp. v. United Artists Television, Inc., 392
DF oo reek cn enc ncscactunes 2
Independent News Co. v. Williams, 293 F. Supp. 510 (3d
8 EO ee oe 18
Mercoid Corp. v. Mid-Continent Inv. Co., 320 U.S. 661
ahve scare ena e uence any ae
VUorton Sait Co. v. G.S. Suppiger Co., 314 U.S. 488
EO ee ee 22, 23
Motion Picture Patents Co. v. Universal Film Mfg. Co.,
pS a se ee 22, 23
Nichols v. Universal Pictures Corp., 45 F.2d 119 (2d Cir.
1980), cert. denied, 282 U.S. 902 (1981) .......... 12
rareer ¥. Plook, G37 U.S. GE4 (1978)... 5 6 cee cee 15
S.M. Paula Co. v. Logan, 355 F. Supp. 189 (S.D. Tex.
8 6 ESE a co Rao acre SE te eae 18
Table of Authorities Continued
Page
Peanock ¥. (iatogus, © Pet. 1 (i827) 2... ss, 22
Piper v. Chris-Craft Industries, Inc., 480 U.S. 1..... 24
Platt & Munk Co. v. Republic Graphics, Inc., 315 F.2d
OR ek cee kate bccn cde csneass 18
Timken Roller Bearing Co. v. United States, 341 U.S.
oie heck ee lee, 20
United States v. General Electric Co., 272 U.S. 476
oie ese e nie cus cncckancs 18
United States v. Singer Mfg. Co., 374 U.S. 174 (1963) = 21
United States v. Univis Lens Co., 316 U.S. 241 (1942) 18
Warner Bros. Pictures, Inc. v. Columbia Broadcasting
System, Inc., 216 F.2d 945 (9th Cir. 1954), cert.
Mammen, Fle Ue FECES)... ne cnn ese 12
Wilbur-Ellis Co. v. Kuther, 377 U.S. 422 (1964) .... 17, 18
CONSTITUTION AND STATUTES:
PE Bn Te apie Dagse Many et ph parece oanera 13, 15
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CONGRESSIONAL AND MISCELLANEOUS:
MOR FE, I Fv oie che cece ucicncccc, 3,9
Final Rep. of Nat’| Comm’n on New Technological Uses of
Cope. Wores CCU Report’) ...........;... 12
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IN THE
Supreme Court of the Anited States
OCTOBER TERM, 1982
No. 82-__.
ARTIC INTERNATIONAL, INC.
Petitioner,
v.
Mipway Mre. Co.,
Respondent.
PETITION FOR A WRIT OF CERTIORARI
TO THE UNITED STATES COURT OF
APPEALS FOR THE SEVENTH CIRCUIT
Artic International, Inc., petitions for the issuance of a writ
of certiorari to review the decision and judgment of the Court
of Appeals for the Seventh Circuit in Midway Mfg. Co. v. Artic
International, Inc., No. 82-1607, issued on April 11, 1983.
OPINIONS BELOW
The opinion of the court of appeals (Pet. App. A, pp. 1la-9Ya,
infra ) is not yet officially reported. The March 10, 1982, opin-
ion of the district court (Pet. App. B, pp. 10a-37a, infra ) is
reported at 547 F. Supp. 999. Two earlier opinions of the
district court, dated June 2, 1981 (Pet. App. C, pp. 38a-61a,
infra ), and June 11, 1981 (Pet. App. D. pp. 62a-64a, infra ),
are not officially reported. The June 2 opinion is reported
unofficially at 211 U.S.P.Q. 1152. The June 11 opinion is re-
ported unofficially at 1981-2 Trade Cases (CCH) 64,170.
2
JURISDICTION
The decision of the court of appeals was issued on April 11,
1983. The jurisdiction of this Court rests on 28 U.S.C. 1254(1).
STATUTES INVOLVED
Sections 101, 102, 106, 117, and 501 of the Copyright Code,
as amended, 17 U.S.C. 101, 102, 106, 117, and 501, are repro-
duced in pertinent part in Appendix F, pp. 67a-69a, infra.
STATEMENT
A. Introduction
The petition seeks review of the grant below to respondent
Midway ofa preliminary injunction (Pet. App. E, p. 65, infra )
against petitioner Artic. The injunction prohibits Artic from
selling printed circuit boards to persons who compete with
Midway in the sale of video game machines similar to Midway’s
“Pac-Man” machines, and prohibits Artic from selling replace-
ment parts (known as “speed up kits”) to persons who bought
“Galaxian” video game machines from Midway. The judgment
of the court of appeals is a reviewable judgment under section
1254(1). Cf. Fortnightly Corp. v. United Artists Television,
Inc., 392 U.S. 390, 393 (1968) (§ 1292(b)). Moreover, for all
practical purposes these are also ultimate judgments in the
case adverse to Artic; this is, in fact, the end of the road for
Artic. The preliminary injunction has put Artic out of business.
Artic has no litigable defenses on which the courts below have
not already ruled adversely to it. It does not appear that any
factual or legal issues remain for determination on a remand,
which would absolve Artic from liability.
This case concerns the validity, scope, and enforceability ofa
novel kind of federal copyright—one that had never been heard
of before a few years ago, and one on which this Court has
never ruled. Midway sued Artic, and the courts below found
Artic liable to Midway, for infringing copyrights in two video
games, the “Pac-Man” and “Galaxian” games. Video games are
equally novel, although they now earn their proprietors be-
3
tween $5 and $10 billion annually—more than the motion pic-
ture and phonograph record industries combined. Business
Week, Dec. 6, 1982, p. 39 ($7 billion); Play Meter, Nov. 15,
1983, p. 44 ($7.7 billion in collections). Respondent Midway has
sold more than $200 million worth of machines to play the
“Pac-Man” video game.’ Clearly, there is a great deal of money
at stake on the question of copyrightability of video games.
B. The Video Games in Suit
Video games are games that a customer plays against a
computer. In the case of many such games, including those
involved in this case, the computer causes a simulated “attack”
against the customer to be played out on a TV screen display
directed by the computer. In the case of the arcade type video
games involved in this case, the customer, or player, pays a
quarter to pit his dexterity and wit against the computer. The
computer always defeats the player, eventually, but the longer
the player is able to withstand the attack directed by the
computer, the higher a point score he gains; the object of the
game is to gain as many points as possible from the computer,
before the computer eliminates the player.
In the “Pac-Man” game, the player manipulates a cartoon
figure known as “Pac-Man” through a maze on a TV screen;
“ghosts” alternately pursue or flee from Pac-Man, trying to
destroy him or avoid being destroyed by him. The object is for
Pac-Man (representing the player) to “gobble” up as many dots
as possible, within the maze, before being eliminated by the
ghosts. See Pet. App. B at 13a.
' The district court said that Midway had, by March 1982, sold over
40,000 “Galaxian” video game machines and over 80,000 “Pac-Man”
machines. Pet. App. B at 14a. The district court also said that “(t]he
goods are worth approximately $3,000-$4,000.” Pet. App. C. at 45a-
46a. The product of 80,000 and $3,000 is $240 million. The correspond-
ing value of the 40,000 “Galaxian” machines at the same $3000 per
machine is approximately $120 million.
In the “Galaxian” game, a horde of alien “insects” are sup-
posed to be dedicated t » the extermination of mankind, repre-
sented in the game by che customer. The player tries to destroy
as many aliens as possible before they overwhelm him. I/d.;
Pet. App. C at 39a.
The machines for playing these games contain printed circuit
boards in which computer “chips” (integrated circuit semicon-
ductor devices) are mounted. One such chip is known as a
microprocessor; it is the central processing unit of the machine,
and it manipulates electronic signals to produce the TV
screen's visual display of the games. Other chips are known as
“ROMs” (an acronym for read-only-memory). Some ROMs,
so-called “character ROMs,” have stored within them a pat-
tern of microscopic transistors (which act as switches) that the
microprocessor can call upon to produce electrical signals that
can be converted into visual displays of the game's “charac-
ters.” An example of such display material stored in the char-
acter ROMs is a set of figures of Pac-Man with his mouth
closed, partly open, and fully open. The display of these differ-
ent figures rapidly in the foregoing sequence and then in re-
verse, at the same location on the screen, gives the beholder
the visual impression of Pac-Man opening and closing his
mouth (“gobbling” or “munching”).
Other ROMs, so-called “program ROMs,” have stored with-
in them a pattern of microscopic transistors representing a
computer program, and the microprocessor can call upon them
to produce signals that move the figures of the characters to
one place or another on the TV screen, in response to what the
player does with a lever (known as a “joystick”) and push
button on the outside of the machine. See Pet. App. B at 12a.
For example, when the player moves the joystick to the right,
the figure of Pac-Man on the TV screen appears on the screen
to face right and move in that direction. Ifthe player moves the
Joystick up, the Pac-Man figure moves upward. The joystick
produces an electrical signal that the microprocessor combines
with signals derived from ROMs, thereby producing signals
that cause these figures to appear as part of the visual display
on the TV screen. The computer program also enables the
microprocessor to cause the figures of the player’s adversaries
(the “ghosts” of the “Pac-Man” game or “alien insects” of the
“Galaxian” game) to move on the screen in response to the
position of the character represented by the player and to the
action initiated by the player. For example, the computer
program has a routine within it that enables the “ghosts” to
chase after Pac-Man; that is, the figures of the ghosts can move
across the TV screen in a way that constantly decreases the
distance between them and the Pac-Man figure.
There is virtually an infinite number of possible overall
visual patterns that can appear on the TV screen ina particular
performance or play of a video game, because the player may
manipulate the joystick and button in virtually an infinite
number of patterns. Indeed, the probability is infinitesimal
that the exact same total visual pattern of a video game will
ever be repeated in any two actual customer performances of
the game, just as no one ever plays the same bridge game
twice. Accordingly, every real performance of the “Pac-Man”
game ever played by human customers is different—in the
sense that the specific sequence of images appearing on the TV
screen is never the same twice. The sequence of images is not
fixed and predetermined; it necessarily varies each time the
game is played, in response to when and how the individual
human customer manipulates the joystick and push button as
he plays the game.” The machine’s computer program has a
generic formula or algorithm that will generate the response
that the computer will make for any moves of the joystick or
button that the human player can make, and the microproces-
sor chip causes the machine to make such a response and
* However, there are a finite number of parts of images that are
encoded in the computer program material that is stored as patterns
of transistors in the character ROMs. For example, there is only one
figure of Pac-Man facing right with his mouth fully open, one of
Pac-Man facing right with his mouth half-open, one of Pac-Man with
his mouth closed, one of Pac-Man facing left with his mouth open, and
6
display the interaction as a visual image on the TV screen. In
sum, the total visual pattern of the game is never the same
twice, and the same total sequence of visual images never
occurs twice, although the visual pattern of every game that
did or will occur is brought into being by (and may be said to be
determined by) the set of inputs to the machine's microproces-
sor from the human player's motion of the joystick and the
machine’s computer program. (These facts significantly con-
tribute to the determination of the scope and validity of video
game copyrights.)
The decisions below are based only on the respondent’s
alleged copyrights relating to the visual imagery and sounds of
the Pac-Man (Registration No. PA 83-768) and Galaxian (No.
PA 59-977) video games—the so-called “audiovisual work”
copyrights. Respondent has not sued petitioner under its
claims of copyright (such as No. TX 753-817 for Pac-Man) on
the computer programs. Midway filed with the Copyright
Office videotapes depicting a single performance of each of the
two video games, a videotape of one player playing the game on
one occasion; Midway also filed computer program material. It
is not contended that Artic engaged in or caused to be per-
formed a visual display or sequence of sounds that contains
substantially the same sequence of images and sounds for a
whole video game as occurs in any videotape that Midway
deposited with the Copyright Office. Midway instead asserted,
and the courts below agreed with, the claim that the copyright
registration based on a videotape of one performance of a video
game is effective to confer on Midway a monopoly of all the
images, sounds, and visual or auditory patterns that ever did
so on; there is not an infinite number of individual figures of Pac-
Mans.
By way of comparison, there are a finite number (88) of keys ona
piano keyboard. There is an indefinitely large number of chords and
sequences that can be made with these keys. The court of appeals
suggested the analogy of different paints on a palette. See Pet. App.
A at 4a.
or ever will appear in all performances of the video game, by all
players, in the past or future.
C. The Speed Up Kits
Artic sold so-called “speed up kits” (also known in the trade
as “enhancement kits”) to video game arcade operators who
had bought “Galaxian” video game equipment from Midway.
After a video game has been in operation for a time and custom-
ers have become somewhat used to it, the revenues earned
from the machine fall off. Arcade owners use speed up kits to
try to reverse this decline in earnings. When the Artic kit is
inserted into one of Midway’s “Galaxian” machines, it alters
the play or performance of the game by making the same alien
figures move faster, by increasing the number of these alien
figures that attack the player at a time, and by making the
aliens drop a greater number of the same bomb figures on the
player’s figure; the visual figures, themselves, are not changed
even though their number and movements are. Pet. App. B. at
16a.
The Artic kits contain five program ROMs in a printed
circuit board that plugs into existing sockets in respondent's
main “Galaxian” printed circuit board in place of a similar
five-ROM printed circuit board originally supplied by respon-
dent with the machine. See Pet. App. B at 1la-12a, 16a. Artic’s
five program ROMs embody some of the same computer pro-
gram material as do Midway’s original five program ROMs,
and they also contain some different computer program mate-
rial. Pet. App. B at 17a. The different computer program
material causes the changes in performance and visual display
described in the preceding paragraph. The five program ROMs
do not contain electronic patterns for the figures of aliens or
other figures; the patterns for these figures are only in the
character ROMs that originally came with the machines.
Artic sold its kits for $150 (PX 58-60), which is less than
approximately 10% of the cost of a complete video game
machine (supra note 1). Midway sold complete video game
machines, but it did not sell speed up kits. Pet. App. C at 55a.
8
The courts below adopted Midway’s theory that by selling
these kits Artic was guilty of contributory copyright infringe-
ment:
[Bly marketing the speed-up kit, defendant has induced
others [owners of video game machines and their custom-
ers] to prepare derivative works of the plaintiff's copy-
righted work by using the speed up kits, and has also
induced others to perform distortions of the audio visual
images that appear when playing the game.
.. .[T]Jhe sale of the speed up kits enables others to
make and perform bernie ease alterations of plaintiff's
copyrighted material.
Pet. App. C at 47a, 5la. Because the speed up kit could be used
only with “Galaxian” video game equipment and was not useful
on other video game machines, the district court ruled that the
necessary elements of contributory infringement of the
“Galaxian” copyright had been shown. Pet. App. B at 35a.
The court of appeals recognized that “[i]t is not obvious from
this language [17 U.S.C. 101] whether a speeded-up video
game is a derivative work.” But the court concluded that “the
owner of the copyright on the game should be entitled to
monopolize it” against those customer-licensees who bought
speed up kits, because it would be profitable to the copyright
owner to do so:
[Licensees [video game arcade owners] will take in great-
er total revenues. Video game copyright owners would
undoubtedly like to lay their hands on some of that extra
revenue and therefore it cannot be assumed that licensees
are implicitly authorized to use speeded-up circuit boards
in the machines plaintiff supplies.
Pet. App. A at 7a-8a. Accordingly, the court of appeals
affirmed the ruling that petitioner’s sale of speed up kits was
contributory infringement of respondent’s Galaxian copyright
and should be enjoined.
D. Midway's Acquisition of Rights to the Video Games and
the Agreement for Allocation of Markets
Midway and its employees did not create or author the
Galaxian or Pac-Man video games or the computer programs
relating to them. Midway securedits rights, if any, from Nam-
co Limited, a Japanese video game equipment manufacturer.
A series of agreements then followed among or between Nam-
co, Midway, and also Atari, Inc. (Atari and Midway are the two
leading United States manufacturers and distributors of video
game equipment.*) Midway was allocated exclusive United
States rights in Pac-Man and Galaxian in the coin-operated
equipment field. (Its competitor Atari was allocated exclusive
United States rights in the non-coin-operated or home video
game field.) Namco had all non-United States rights. The
parties agreed with each other not to compete in the markets
assigned to another party.
Artic contended that Midway’s use of the copyrights in aid of
the conspiracy to allocate markets was a misuse of the copy-
rights and that Midway had “unclean hands” because of its
participation in the scheme. The defense was struck, however,
and the court below refused to consider it as a factor militating
against grant of injunctive relief to Midway. Among other
things, the court said that it is “the general rule that alleged
antitrust violations do not form valid defenses to an action for
copyright infringement.” Pet. App. D at 64a. The court also
said that it “could conceive of no public interest” factor militat-
ing against grant of the preliminary injunction. Pet. App. B at
37a.
>It is estimated that Midway accounts for 33% of the coin-operated
video game machine market, Atari for 23%, and the next two firms
for approximately 10% each. Play Meter, Nov. 15, 1982, p. 60. See
also Business Week, Dec. 6, 1982, p. 39 (Bally Midway in 1982 had
“50%-plus market share, up from last year’s estimated 35%”).
10
REASONS FOR GRANTING THE WRIT
Petitioner’s basic submission is that injunctive relief should
not have been granted against it, because as a matter of law
respondent Midway does not have any valid claim for such
equitable relief. First, video game TV screen displays, which
Midway seeks to monopolize, are uncopyrightable. Second, for
petitioner to supply speed up kits to respondent’s customers is
not contributory copyright infringement, because the custom-
ers’ use of the kits is not a direct infringement; rather, it is
something the customers have a right and license to do as
customers and as owners of the products that respondent sold
them. Third, the courts below committed reversible error in
refusing even to consider petitioner’s “unclean hands” defense
to the injunction. Any one of these grounds is sufficient to
warrant a reversal and remand. Each of these issues raises an
important question of federal law, which only this Court can
properly and authoritatively resolve.
I. Video Game Displays Are Not Copyrightable “Audiovisual
Works” And Copyright Cannot Extend To Cover Each And
Every Video Game Display That Ever Occurred Or Ever
Will Occur Whenever The Video Game Was Or Will Be
Played. But In Any Event Only This Court, Not The Lower
Courts, Should Determine Whether Video Games, A Novel
Kind Of Work, Are Copyrightable.
The copyrights in suit are claimed to be on the “audiovisual
works” embodied in the “Pac-Man” and “Galaxian” video
games, and these alleged works of authorship are identified
with the visual displays that are generated when the micro-
processor computer chip combines with the signals derived
from the player’s movements of the joystick with the signals
derived from the computer program and the character mate-
rial stored in the ROMs. It is said in support of copyrightability
that the display on the TV screen of the video game machine is
akin to a motion picture, and is therefore copyrightable under
the Act. See Pet. App. A at 3a; cf. 17 U.S.C. 102(a)(6).
The court of appeals observed, with considerable
understatement, that “{iJt is not immediately obvious that
11
video games fall within” the Act’s definition of “audiovisual
work.” Pet. App. A at 3a. The Act defines audiovisual works as
“works that consist of a series of related images.” 17 U.S.C.
101. The term “image” is not defined in the Act, but its use in
context indicates that it means an individual entire frame of a
motion picture or an individual, momentary, entire TV screen
display.* The question of copyrightability turns on what is a
series of related images, and how the images must be related to
one another. This Court has never interpreted this aspect of
the copyright laws. One meaning of the statutory language,
the natural and logical meaning we submit, is that the series of
related images must be a predetermined, fixed sequence of
images, with a particular, given beginning, middle, and end.
The other construction of the statute, adopted below, is that
the “related series” can be the character ROM figures in any
order—“any set of images displayed as some kind of unit.” Pet.
App. A at 3a.
The two competing interpretations of the Act may be illus-
trated by contrasting two concepts of the movie “Casablanca,”
a known audiovisual work. Under the ordinary concept of
“audiovisual work,” which corresponds to the first interpreta-
tion of the statutory phrase “series of related images,” the
copyrighted series of screen images should be a series of
frames that always show Bogart leaving Paris on the last train
‘Thus, in17 U.S.C. 101, the Act defines displaying a work to mean
showing a copy of the work “by means of a film, slide, television
image, or... in the case of a motion picture or other audiovisual
work, to show individual images nonsequentially.” Similarly, in 17
U.S.C. 106(5), the Act refers to displaying “the individual images of a
motion picture or other audiovisual work.”
Thus, the individual character figures are only parts of an image. _
Each ensemble of figures at any moment comprises the “image”
referred to in the Act, so that any momentary screen display of
Pac-Man at a particular place in the maze, and the maze, and the four
pursuing ghosts at four particular places in the maze — is an “image,”
while the figure of Pac-Man facing right with his mouth half-open is
not per se an “image.”
12
without Bergman, Bergman persuading Sam to play “As Time
Goes By,” Bergman getting on the plane to Lisbon without
Bogart, and Bogart shooting the Nazi officer.’ No one ever
suggested to Congress that it should, and Congress never
indicated that it desired to, grant copyrights on a kind of
“Casablanca” motion picture in which, depending each time on
audience participation, the series of screen images would
sometimes show Bergman catching the last train from Paris
together with Bogart, sometimes show Bergman trying to
persuade Sam to play “Deutschland Uber Alles,” sometimes
show Bogart getting on the Lisbon plane with Bergman, and
sometimes show the Nazi officer shooting Bogart—the plot
and display of images always being different, and the copyright
covering all possible variations that could ever be made on the
“Casablanca” theme. Under the second concept of audiovisual
work, a copyright on “The Maltese Falcon,” for example,
would cover any Sam Spade “private eye” movie ever made
thereafter; any play using the idea of a drunken and riotous
knight who disturbed his household with late night revelry
would infringe “Twelfth Night.” Cf. Warner Bros. Pictures,
Inc. v. Columbia Broadcasting System, Inc., 216 F.2d 945
(9th Cir. 1954), cert. denied, 348 U.S. 971 (1955) (copyright on
Maltese Falcon does not prevent other similar Sam Spade
stories); Nichols v. Universal Pictures Corp., 45 F.2d 119 (2d
Cir. 1930) (L. Hand, J.), cert. denied, 282 U.S. 902 (1931)
(Twelfth Night).
The court of appeals recognized that the first interpretation
of the Act would bar copyright for video game visual displays.
The figures and images of a video game appear in a different
pattern every time the game is played, since the timing and
>See Final Rep. of Nat’l Comm'n on New Technological Uses of
Copr. Works (“CONTU Report”) at 21-22 (1979): “When a phono-
record or motion picture is used in conjunction with a properly
working machine, the same result will occur on the first, the second,
and the thousandth running. The chorus will remain silent until the
fourth movement of Beethoven’s Ninth Symphony, and Bogart will
stay in Casablanca forever.”
13
nature of different game players’ “moves,” or even the same
player’s moves on different occasions, are at least slightly
different—which causes the computer to respond differently
and produce a different visual display. Accordingly, the court
held that the statutory phrase ought to “be construed more
broadly.” The court felt that “Congress probably wanted the
courts to interpret the definitional provisions of the new Act
flexibly, so that it would cover new technologies as they
appeared,” because this would save Congress from having
“periodically to update the Act.” Pet. App. A at 3a.
The court of appeals noted that “(t]here is a second difficulty
that must be overcome if video games are to be classified as
audiovisual works”—the visual display is created by the joint
action or authorship of the human player and the inanimate
computer. Cf. Art. I, § 8, cl. 8. The court analogized playing a
video game to “arranging words in a dictionary into sentences”
or “paints on a palette into a painting.” It therefore questioned
whether or not the creativity in the performance of the game
should be attributed to the human being playing it, as its real
“author.” But it decided that the answer was no, because
playing a video game “is more like changing channels on a
television than it is like writing a novel or painting a picture.”
The court of appeals felt that the critical fact was that the
player’s options are limited by the computer program; he can-
not create sequences of images not in the machine’s repertory
(just as a pianist cannot play notes for which there are no keys
onthe piano). Accordingly, the court held that video games are
copyrightable and that infringement of the “Pac-Man” and
“Galaxian” copyrights was caused or induced by Artic’s con-
duct.
We submit that the interpretation of the new Act adopted
below is wrong, and inconsistent with what everyone under-
stood as a motion picture or other audiovisual work in 1976
when Congress enacted the statutue. Until now, audiovisual
works were motion pictures such as the real “Casablanca” (not
the hypothetical one that changes each time it is performed) or
animated cartoons such as “Bugs Bunny.” The identity of the
14
audiovisual work was known; the images were displayed in a
fixed and predetermined sequence, which a particular human
being had “authored.” No one was given a copyright monopoly
on all the images of a kaleidoscope, that were different every
time another person (who was not the alleged “author”) shook
it, or a copyright monopoly on the sounds of a wind chimes. No
one was given a copyright on an idea ora plan for a work, a pian
that would be carried out and expressed differently every time
a different member of the public interacted with an inanimate
machine devised for generating sounds and a visual display on
a TV screen. Yet, that is the kind of copyright monopoly that
the courts below are giving respondent and other manufactur-
ers of video game equipment. The copyrights they are sustain-
ing grant blanket protection for every possible set of sounds,
images, and visual displays that ever were or ever will be
generated by use of this computer program or any one similar
to it, whenever the computer, the program, and a human video
game player interact. This new kind of so-called audiovisual
work is completely beyond anything Congress ever imagined
or intended to protect when it enacted the new copyright law
based on Congress’ power to protect writings of human au-
thors.
Moreover, the reasons the court below gave for its construc-
tion of the Act cannot withstand scrutiny. The court of appeals’
idea that Congress gave the courts a blank check to invent
monopoly protection for every new technology whenever the
courts felt it desirable to do so (Pet. App. A at 3a) is unsupport-
able. The analogies drawn to switching TV channels or select-
ing paints from a palette are defective and provide no sound
basis for interpreting the law. Instead of distorting and
stretching the Act to embrace video games, the court below
should have held them uncopyrightable. At the very least it
should have held the copyrights, if any, limited to the particu-
lar fixed sequences of images contained in the videotapes of
specific performances that respondent filed with the Copyright
Office. (Petitioner concededly did not reproduce or cause to be
reproduced the particular visual display sequence of the game
performance shown in those videotapes. )
15
We submit that a “clear and certain signal” must come from
Congress before the “beachhead of privilege” is expanded as
respondent has had it expanded below to this new, multi-billion
dollar industry, Deepsouth Packing Co. v. Laitram Corp., 406
U.S. 518, 531 (1972), and that more cautious progress is re-
quired when the courts are asked to extend copyright monopo-
ly rights “into areas wholly unforseen by Congress.” Parker v.
Flook, 437 U.S. 584, 596 (1978). Our submission may be right
or wrong, on the merits. This Court may conclude that video
game manufacturers are indeed entitled to the broad monopo-
lies that they claim—that Congress intended to grant such
rionopolies in order to promote the progress of science and
useful arts. The Court may even decide that computers can be
authors, within the meaning of Art. I, § 8, cl. 8. But it is
evident that all of this presents far too important a question of
federal law to be determined by the lower courts. If the beach-
head of privilege is to be judicially expanded, surely that is for
this Court, not the lower courts, to do in the first instance.
Certiorari should be granted to permit this Court to make an
authoritative interpretation of the 1976 Act as to whether the
regular stock in trade of this major new industry shall be
subject to copyright monopolies.
II. Petitioner Cannot Be Liable For Contributory Copyright
Infringement, Because No Direct Copyright Infringe-
ment Occurs When The Lawful Purchaser Of The Copy-
right Owner's Product Modifies It To Restore Or Improve
Its Economic Value.
The district court and court of appeals found petitioner guil-
ty of contributory infringement. Petitioner sold “speed up
kits” (also known as “enhancement kits”) to video game
arcades that had bought “Galaxian” video game machines from
respondent. These kits are sets of five computer chips, all of
which are program ROMs. When they are inserted into the
Galaxian video game machine that respondent sold, the compu-
ter program material in the new chips causes changes to occur
in the visual display of the Galaxian video game. For example,
the kit: increases the number of figures of alien “insects” in the
16
formations that peel off the main alien horde and attack the
player’s figure; makes the aliens attack faster; and makes the
aliens drop more bombs on the player.
After a time, video game players become accustomed to any
new video game, and the number of quarters per week that the
product earns for the arcade operator falls off. The $3000
investment in the machine no longer produces as much income
as it did. Arcade operators can reverse this decline and im-
prove their earnings by putting $150 speed up or enhancement
kits into their machines. As the court of appeals pointed out, by
using these kits, “licensees will take in greater revenues.” Pet.
App. A at 7a. Because Artic sold these kits to customer-
licensees of Midway, the court found that Artic had “induced”
these licensees to cause modified versions of the Galaxian game
to be displayed on the TV screens of the equipment they had
purchased from Midway. It was said that Artic committed
contributory infringement of the Galaxian copyright by caus-
ing the licensees to commit direct infringement of the copy-
right.
The court of appeals recognized that it is critical to any such
findings of contributory infringement that there first be a
direct infringement. Aro Mfg. Co. v. Convertible Top Co., 365
U.S. 336, 341 (1961). The court of appeals also recognized that
for it to find that the customer-licensees who placed petition-
er’s kits into their Galaxian machines were direct infringers of
the copyright would “stretch” the language of the Copyright
Act. But the court of appeals decided that Congress, if it had in
some way been able in 1976 to anticipate the marketing of video
games, would have wanted to have the Act “stretched to
accommodate speeded-up video games.” Pet. App. A at 8a.
The court brushed aside the argument that purchasers of re-
spondent’s equipment have a license to modify or enhance the
equipment. It said that those customer-licensees who use
these kits do so to “take in greater total revenues.” Yet, the
court said, “Video game copyright owners would undoubtedly
17
like to lay their hands on some of that extra revenue.” The
court of appeals found this factor decisive and therefore con-
cluded that the customer-licensees were not implicitly autho-
rized to put speed up kits into the machines; since the
customer-licensees lacked such authorization, they were direct
infringers and their supplier Artic was a contributory in-
fringer.
This case thus raises for copyrights precisely the issue that
this Court decided for patents twenty years ago in Aro Mfg.
Co. v. Convertible Top Co., 365 U.S. 337 (1961), and Wilbur-
Ellis Co. v. Kuther, 377 U.S. 422 (1964). In those cases, the
Court held that the legitimate purchaser of a patented product
has the unqualified right to repair and modify his property
subsequently in order to restore or enhance its economic value
to him. The property owner (or the owner’s supplier) did not
have to pay the monopoly owner a second royalty for the
privilege of modifying the product, because the authorized sale
of the product had liberated it from the monopoly, or had
“exhausted” the monopoly. As the Court noted in Kuther,
supra at 425, the latter has been the law and the right of
property owners in their property since at least as early as
Adams v. Burke, 84 U.S. (17 Wall.) 453 (1873). See also Bobbs-
Merrill Co. v. Straus, 210 U.S. 339 (1908) (applying Adams
doctrine to copyrighted products).* The judgment below there-
fore squarely conflicts with the rule of decision followed in this
5 In so ruling, the court of appeals ignored the fact that Midway did
not make and sell speed up kits. Pet. App. C at 55a. The only way
Midway could “lay their hands on” the revenue of the arcade opera-
tors was to compel them to junk their used Galaxian machines and
buy new Pac-Man machines, or other Midway machines, from Mid-
way. Denying owners the right to use $150 speed up kits, of course,
does compel them to junk their used $3000 machines and buy new
$3000 machines, or at least make them do so sooner.
‘Since Adams, it has been the consistent and unvarying rule in this
Court that the first authorized sale of patented or copyrighted prop-
erty liberates it from the monopoly of the seller, who then can no
18
Court. That rule is that a lawful BFP owner of a machine has
the right to exercise thrift and Yankee ingenuity in repairing,
reconditioning, and preserving the economic life of his proper-
ty, without having to grovel before or account to the patent or
copyright owner who originally sold the machine to him. These
video game machine owners had a right to put speed up kits
into their own machines, which they had purchased outright
from respondent, and petitioner had a right to sell them the
kits that they wanted to use with their property. Aro, supra.
Although this Court has not had occasion to apply the rule
followed in the Aro and Kuther cases to the restoration or
modification of the economic value of copyrighted products,
lower federal courts have. Generally, the federal courts have
held that the first authorized sale of a copyrighted product
exhausts the copyright monopoly, so that the copyright owner
cannot thereafter exercise any remote control over what pur-
chasers do with the copyrighted product. See, e.g., American
Int'l Pictures, Inc. v. Foreman, 576 F.2d 661, 664 (5th Cir.
1978); Platt & Munk Co. v. Republic Graphics, Inc., 316 F.2d
847, 852-54 (2d Cir. 1963) (Friendly, J.); Independent News Co.
v. Williams, 293 F.2d 510 (3d Cir. 1961). Moreover, federal
copyright decisions have recognized as permissible a wide
variety of repairs, modifications, and enhancements of books,
magazines, and pictures, even for resale to others than the
original customer (which goes beyond what occurred here).
See, e.g., S. M. Paula Co. v. Logan, 355 F. Supp. 189 (S.D.
Tex. 1973) (transforming greeting card pictures into ceramic
plaques); Fawcett Publications, Inc. v. Elliott Publishing Co.,
46 F. Supp. 717 (S.D.N.Y. 1942) (rebinding used comic books
of various brands and combining them in single volumes). The
settled doctrine of exhaustion of monopoly rights by autho-
longer control the use or disposition of the property. See, e.g.,
United States v. Univis Lens Co., 316 U.S. 241, 249-50, 252 (1942):
United States v. General Electric Co., 272 U.S. 476, 489 (1926):
Boston Store Co. v. American Graphophone Co., 246 U.S. 8, 25
(1918); Bauer & Cie. v. O'Donnell, 229 U.S. 1, 17 (1913).
19
rized sale of the product subject to the monopoly, and the
property owner's right of preservation and improvement of his
property, therefore should be fully dispositive of the second
question presented. The judgment below is in conflict with this
entire line of authority.
In the event that in some way the foregoing considerations
are not dispositive, the Court may wish to take into account a
further consideration that should dispose of the second ques-
tion presented, purely as a matter of law under the 1980
computer software Copyright Act amendment. The ROM com-
puter chips in video game machines contain computer program
material. In the 1980 amendment to the Copyright Act, Con-
gress expressly authorized the lawful owner of a copy of a
computer program “to make or authorize the making of
another copy or adaptation of that computer program,” if the
adaptation is an essential step in utilizing the computer pro-
gram ina machine. 17 U.S.C. 117. One of the stated purposes of
the 1980 amendment was to permit owners of copies of compu-
ter programs to make enhancements of the original program to
provide features not present in the original. Accordingly, it
would not have been direct infringement for one of the owners
of one of the “Galaxian” video games (i.e., one of the arcade
owners to whom Artic sold a speed up or enhancement kit) to
make an adaptation of the computer program material in the
program ROM chips that respondent originally sold to him as
part of and for use in the machine. The speeding up and
enhancement of the video game computer program material
originally contained in the purchased machine is the lawful
right of the owner of the machine. Section 117 therefore fur-
nishes an alternative and purely iegal ground for reversal of
the judgment below, since section 117 removes the stigma of
copyright infringement from the conduct that the lower court
held to be the direct infringement requisite to this charge of
contributory infringement.* Cf. Blonder-Tongue Laborator-
*To be sure, Midway has registered separate claims of copyright
on the computer program and on the visual imagery and display that
it generates. Midway may therefore argue: “Section 117 would not
20
ies, Inc. v. University of Illinois Foundation, 402 U.S. 313,
320 n.6 (1971).
III. The Courts Below Committed Reversible Error By
Refusing To Consider Petitioner's “Unclean Hands” De-
fense As A Factor In Deciding Whether To Grant Injunc-
tive Relief Against Petitioner.
Petitioner contended below that Midway’s copyrights were
unenforceable because of Midway’s “unclean hands” and mis-
use of copyrights. Petitioner alleged the following conspiracy,
which in the posture of this case must be assumed to be true:
Midway agreed with its competitor Namco that Midway shall
sell “Galaxian,” “Pac-Man” and other video game equipment in
the United States and not inJapan; Namco agreed that it would
not sell such equipment in the United States.* Cf. Timken
Roller Bearing Co. v. United States, 341 U.S. 593 (1951).
affect the outcome of this case, which concerns infringement of audio-
visual works, not computer programs” (Midway C.A. 7 Br. at 26).
But the function of the computer program is to cause the performance
and display of the Galaxian video game; indeed, the only value of the
computer program is in its use to perform the Galaxian video game.
Accordingly, that Midway has separate copyright registrations on
the Galaxian computer program and on the Galaxian audiovisual
work generated by the program should not negate the value of
section 117 to the arcade owner who bought from Midway and lawful-
ly owns a copy of the computer program. The owner's right under
section 117 to adapt and enhance the computer program must carry
with it a correlative right to cause adaptation and modification of the
visual display generated by the computer program. Without the
latter, the former would be an empty and useless right.
‘Further, the coin-operated and non-coin-operated (home video)
fields for this equipment within the United States were divided
between the leading two video game equipment competitors, Mid-
way and Atari. Thus, Midway sells arcade type “Pac-Man” machines
in the United States; Atari sells home video “Pac-Man” cartridges;
Namco can sell both products in Japan; none of the companies sells
the products in the market allocated to one of the others.
21
Midway's enforcement of these copyrights against Artic is
an act in furtherance and pursuance of a conspiracy to allocate
markets. Under the challenged agreement, Midway was
assigned United States copyrights to enable it to monopolize
the coin-operated equipment market for more than $200 mil-
lion worth of machines. Respondent Midway is enforcing those
copyrights against petitioner to wall off from competition the
market allocated to Midway, to keep petitioner from “trespass-
ing” on the territory assigned to Midway under the conspiracy.
In such circumstances, the copyright infringement action is an
integral element of the unlawful conspiracy, just as the patent
enforcement action was held an integral part of the antitrust
violation in United States v. Singer Mfg. Co., 374 U.S. 174
(1963).'° By the same token, for the federal courts to aid Mid-
way by lending their injunctive power to the accomplishment
of Midway’s conspiracy and monopolistic purpose, in effect
makes the federal courts a tool of these conspirators.
The refusal below to consider petitioner’s “unclean hands”
defense as a factor in deciding whether to grant respondent the
equitable relief it secured here was a clear mistake of law. (We
believe that it was clearly error, also, to strike the affirmative
defense. But that is not the point we make here. The order to
strike was an interlocutory order, and it is pertinent here only
because it illuminates the lower court’s reasoning on the ques-
tion of whether to grant the preliminary injunction.) Rather
than refusing to consider the unclean hands defense, the court
should have considered it, first, as a public interest factor that
must at least be weighed in deciding whether to grant an
Whether the illegality of the alleged conspiracy is to be tested by
the “rule of reason” or is to be regarded a division of markets that is
illegal per se need not detain us here. The conduct is surely not lawful
per se, and the court below did not so rule. It simply refused to
consider the matter, and struck Artic’s allegations. Pet. App. D at
62a. (We note that Midway’s estimated share of the coin-operated
video game machine market is between 33% and 50%-plus, and
Atari's is 23%. Note 3 supra.)
22
injunction; and, second, as a factor in determining the likeli-
hood of success on the merits, another factor that must be
weighed in determining whether to grant a preliminary injunc-
tion.
It has long been the law that the federal courts will not lend
their assistance to further an unlawful scheme. This Court has
repeatedly declared that the “unclean hands” doctrine is an
important part of federal equity law. E.g., Mercoid Corp. v.
Mid-Continent Inv. Co., 320 U.S. 661, 664-69 (1944); Morton
Salt Co. v. G. S. Suppiger Co., 314 U.S. 488, 492-94 (1941):
Motion Picture Patents Co. v. Universal Film Mfg. Co., 243
U.S. 502 (1917); ef. Brulotte v. Thys Co., 379 U.S. 29 (1964).
The unclean hands doctrine is of special importance in the
field of intellectual property—patent and copyright monopo-
lies granted by the government in the public interest. Since at
least as early as Pennock v. Dialogue, 2 Pet. 1 (1827), it has
been the law in this Court that the public interest is paramount
in the administration of these state-granted monopolies. Mer-
coid Corp., supra, 320 U.S. at 665. The unclean hands and
misuse doctrines are primarily intended to protect the public
from overreaching on the part of beneficiaries of these grants,
and to prevent the federal courts from being used as instru-
ments of oppression or in furtherance of unlawful schemes;
secondarily, and because it helps to accomplish the primary
purpose, the doctrines benefit accused infringers. Thus, the
unclean hands and misuse doctrines apply whether or not the
infringer is “a competitor with the patentee.” Worton Salt Co.
v. G. S. Suppiger Co., 314 U.S. 488, 493 (1942). In the same
opinion, the Court also held that it is immaterial even that the
defendant “is not injured by the alleged antitrust violation.”
The point, this Court said, is to protect the public interest:
It is the adverse effect upon the public interest of a suc-
cessful infringement suit in conjunction with the paten-
tee’s course of conduct which disqualifies him to maintain
the suit, regardless of whether the particular defendant
has suffered from the misuse of the patent.
23
Id. at 494. Misuse is not another species of antitrust claim for
relief; it is a nonstatutory doctrine of federal equity law, cre-
ated by this Court and based on such considerations as fair-
ness, overreaching, and abuse of a federal monopoly grant. See
generally Vercoid and Motion Picture Patents, supra. What-
ever limitations, if any, may be appropriate in curtailing anti-
trust plaintiffs have no bearing on the misuse defense.
The reasons given below for refusing to consider the defense
are all unsound. The most egregious was that “the court
adheres to the general rule that alleged antitrust violations do
not form valid defenses to an action for copyright infringe-
ment.” Pet. App. D at 64a. This supposed “general rule” flies in
the face of this Court’s decision in Broadcast Music, Inc. v.
Columbia Broadcasting System, Inc., 441 U.S. 1 (1979). In
remanding for a determination whether the challenged copy-
right licenses were unreasonably restrictive, the Court clearly
ruled that if copyrights were indeed used as part of or to
further an antitrust violation, the copyright owner would be
guilty of misuse. See 7d. at 6 and n.9, 24; see also Broadcast
Music, Inc. v. Moor-Law, Inc., 484 F. Supp. 357 (D. Del. 1980)
(defendant entitled to go to trial on same defense of copyright
misuse based on same alleged antitrust violation). The decision
below therefore conflicts with both the entire line of patent
misuse decisions of this Court and also the Court’s most recent
pronouncement as to copyright misuse. Unless corrected by
this Court, the declaration of a supposed general rule against
considering antitrust violations as a form of copyright misuse
will give judicial encouragement to a vast similar abuse of
monopoly power by copyright proprietors.
This is a case in which the federal court granted a prelimi-
nary injunction against petitioner and in favor of respondent,
where the purpose of the injunction was to help enforce respon-
dent’s scheme to divide and allocate markets. The court re-
fascd to consider this fact, and struck the allegation. In grant-
ing the injunction the district court said: “The court can con-
ceive of no public interest that is furthered by allowing defend-
ant to continue to distribute and sell its infringing material.”
24
Pet. App. B at 37a. When the court of appeals affirmed the
district court’s grant of preliminary injunction it did so because
it found no error below. Cf. Pet. App. A at 9a. The court of
appeals was obliged, we believe, to make its own analysis of the
record before it and the opinions below, in order to determine
whether it was in the public interest to grant a preliminary
injunction. The court of appeals had an obligation to correct
plain error; to prevent manifest injustice; and, swa sponte if
needs be, to protect the paramount and dominant public in-
terest reflected in, among other things, the misuse and unclean
hands doctrines. See Piper v. Chris-Craft Industries, Inc., 430
U.S. 1, 47 n.34 (1977). Failure to do so was plain error by the
court of appeals, which warrants supervisory correction here.
Therefore—although we recognize that there may be some
question whether, after the district court struck the misuse
and unclean hands defense, the issue was pressed with suffi-
cient vigor below as to preserve the issue in a case, unlike the
instant case, not involving the paramount interest of the public
in the patent or copyright systems—we believe that the dis-
trict court’s order striking the matter and refusing to consider
it further (see Pet. App. D at 64a) in the proceeding is sufficient
to have brought the matter to the attention of the court of
appeals and to preserve it for this Court. See, e.g., Blonder-
Tongue, supra. See also Piper, supra.
CONCLUSION
The court below misinterpreted an important new federal
law as it applies to an important new multi-billion dollar indus-
try. Its decision conflicts with those of this Court and other
federal courts as to the rights of customer-owners of patented
or copyrighted property. The refusal even to consider petition-
25
er’s misuse defense is based on an erroneous, imagined “gener-
al rule” contrary to the rule of law laid down in this Court. For
the foregoing reasons, a writ of certiorari should issue.
Respectfully submitted.
RICHARD H. STERN
(Counsel of Record)
STERN & ROBERTS
2555 M Street N.W.
Washington, D.C. 20037
(202) 785-0990
Attorneys for Petitioner
Of Counsel:
RICHARD G. KINNEY
KINNEY & ASSOCIATES
Suite 1645
55 E. Jackson Blvd.
Chicago, IL 60604
(312) 726-3966
June 1983
APPENDIX
la
APPENDIX A
IN THE
UNITED STATES COURT OF APPEALS
FOR THE SEVENTH CIRCUIT
No. 82-1607
Mipway Mrc. Co., an Illinois corporation,
Plaintiff-Appellee.
v.
ARTIC INTERNATIONAL, INC., a New Jersey corporation,
Defendant-Appellant.
Appeal From The United States District Court
For The Northern District Of Illinois, Eastern Division
No. 80-C-5863 — Bernard M. Decker, Judge.
ARGUED NOVEMBER 29, 1982 — DECIDED APRIL 11, 1983
Before CUMMINGS, Chief Judge, PosNER, Circuit Judge, and
SWYGERT, Senior Circuit Judge.
CumMINGs, Chief Judge. This appeal involves questions
regarding the scope of protection video games enjoy under the
1976 Copyright Act, 90 Stat. 2541, 17 U.S.C. § 101 et seq.
Plaintiff manufactures video game machines. Inside these
machines are printed circuit boards capable of causing images
to appear on a television picture screen and sounds to emanate
from a speaker when an electric current is passed through
them. On the outside of each machine are a picture screen,
sound speaker, and a lever or button that allows a person using
the machine to alter the images appearing on the machine’s
picture screen and the sounds emanating from its speaker.
Each machine can produce a large number of related images
and sounds. These sounds and images are stored on the
2a
machine’s circuit boards—how the circuits are arranged and
connected determines the set of sounds and images the
machine is capable of making. When a person touches the
control lever or button on the outside of the machine he sends a
signal to the circuit boards inside the machine which causes
them to retrieve and display one of the sounds and images
stored in then. Playing a video game involves manipulating the
controls on the machine so that some of the images stored in the
machine’s circuitry appear on its picture screen and some of its
sounds emanate from its speaker.
Defendant sells printed circuit boards for use inside video
game machines. One of the circuit boards defendant sells
speeds up the rate of play—how fast the sounds and images
change—of “Galaxian,” one of the plaintiffs video games,
when inserted in place of one of the “Galaxian” machines’s
circuit boards. Another of defendant's circuit boards stores 4
set of images and sounds almost identical to that stored in the
circuit boards of plaintiffs “Pac-Man” video game machine! so
that the video game people play on machines containing de-
fendants circuit board looks and sounds virtually the same as
plaintiffs “Pac-Man” game.
Plaintiff sued defendant alleging that defendant’s sale of
these two circuit boards infringes its copyrights in its “Gala-
xian” and “Pac-Man” video games. In a memorandum opinion
and order reported at 547 F. Supp. 999 (N.D. Ill. 1982), the
district court granted plaintiff's motion for a preliminary in-
junction and denied defendant’s motion for summary judg-
ment. The district court’s order enjoins defendant from manu-
facturing or distributing circuit boards that can be used to play
video games substantially similar to those protected by plain-
tiffs copyrights. Defendant appeals from that order on the
ground that plaintiff has not shown a likelihood of succeeding
| We described the “Pac-Man” video game in some detail in Atari,
Inc. v. North American Philips Consumer Electronics Corp., 672
F.2d 607, 610, 611 (1982).
3a
on the merits of its claim of copyright infringement. We affirm
for the reasons that follow.
Plaintiff claims that its “Pac-Man” and “Galaxian” video
games are “audiovisual works” protected under the 1976 Copy-
right Act. Section 101 of that Act defines audiovisual works as
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 equip-
ment, together with accompanying sounds, if any, regard-
less of the nature of the material objects, such as films or
tapes, in which the works are embodied. 17 U.S.C. § 101.
It is not immediately obviou. that video games fall within this
definition. The phrase “series of related images” might be
construed to refer only to a set of images displayed in a fixed
sequence. Construed that way, video games do not qualify as
audiovisual works. Each time a video game is played, a differ-
ent sequence of images appears on the screen of the video game
machine—assuming the game is not played exactly the same
way each time. But the phrase might also be construed more
broadly to refer to any set of images displayed as some kind of
unit. That is how we contrued it in WGN Continental
Broadcasting Co. v. United Video, Inc., 693 F.2d 622 (7th Cir.
1982), where we held that a news program and a thematically
related textual display (“teletext”) transmitted on the same
television signal but broadcast on different television channels
constituted a single audiovisual work. We see no reason to
construe it more narrowly here. As we noted there, the legisla-
tive history of the Copyright Act of 1976 suggests that “Con-
gress probably wanted the courts to interpret the definitional
provisions of the new act flexibly, so that it would cover new
technologies as they appeared, rather than to interpret those
provisions narrowly and so force Congress periodically to up-
date the act.” 693 F.2d at 627.
There is a second difficulty that must be overcome if video
games are to be classified as audiovisual works. Strictly speak-
ing, the particular sequence of images that appears on the
screen of a video game machine when the game is played is not
da
the same work as the set of images stored in the machine's
circuit boards. The person playing the game can vary the order
in which the stored images appear on the screen by moving the
machine's control lever. That makes plaving a video game a
little like arranging words in a dictionary into sentences or
paints on a palette into a painting. The question is whether the
creative effort in playing a video game is enough like writing or
painting to make each performance of a video game the work of
the player and not the game’s inventor.
We think it is not. Television viewers may vary the order of
images transmitted on the same signal but broadcast on differ-
ent channels by pressing a button that changes the channel on
their television. In the WGN case, we held that the creative
effort required to do that did not make the sequence of images
appearing on a viewer's television screen the work of the
viewer and not of the television station that transmitted the
images. Playing a video game is more like changing channels on
a television than it is like writing a novel or painting a picture.
The player of a video game does not have control over the
sequence of images that appears on the video game screen. He
cannot create any sequence he wants out of the images stored
on the game’s circuit boards. The most he can do is choose one
of the limited number of sequences the game allows him to
choose. He is unlike a writer or a painter because the video
game in effect writes the sentences and paints the painting for
him; he merely chooses one of the sentences stored in its
memory, one of the paintings stored in its collection.
Defendant suggests another reason why plaintiff's video
games are not copyrightable—because the printed circuit
boards in which the games are fixed are patentable. We reject
this argument for the same reason District Judge Decker re-
jected it. See 547 F. Supp. at 1008-1009. Plaintiff claims copy-
rights in audiovisual works—the distinctive set of images and
sounds stored in its circuit boards. It does not claim copyrights
in the design of those circuit boards, soit matters not that those
designs may be patentable. Recording images and sounds in
circuit boards does not destroy their copyrightability any more
da
than does recording them on rolls of celluloid film. Defendant
cites Apple Computer, Inc. v. Franklin Computer Corp., 545
F. Supp. 812 (E.D. Pa. 1982), and The Magnavor Co. v.
Mattell, Inc., 216 U.S.P.Q. 28 (N.D. III. 1982) in support of its
argument, but those cases are easily distinguished. Both dealt
with copyrights in computer programs, not with copyrights in
audiovisual works fixed in computer programs. We thus con-
clude that video games are copyrightable as audiovisual works
under the 1976 Copyright Act and we note that every other
federal court (including our own) that has confronted this issue
has reached the same conclusion. Williams Electronics, Inc. v.
Artic International, Inc., 685 F.2d 870 (8rd Cir. 1982); Atan,
Inc. v. North American Philips Consumer Electronics,
Corp., 672 F.2d 607, 617 (7th Cir. 1982); Stern Electronics,
Inc. v. Kaufman, 669 F.2d 852 (2nd Cir. 1982); Widway Manu-
facturing Co. v. Dirkschneider, 543 F. Supp. 466 (D. Neb.
1981). Cf. WGN Continental Broadcasting Co. v. United
Video, Inc., 693 F.2d 622, 625-626 (7th Cir. 1982).
Defendant next argues that plaintiff's copyrights are invalid
because the 1976 Copyright Act does not apply to plaintiff's
video games. Section 117 of the 1976 Copyright Act was
amended in 1980 to define the exclusive rights of owners of
copyrights in computer programs. As originally enacted, Sec-
tion 117 provided that the 1909 Copyright Act and common law
were to govern the rights of a copyright owner “with respect to
the use of the [copyrighted] work in conjunction with” compu-
ters. Defendant argues that the 1980 amendment does not
apply to copyrights, like those of plaintiff, in existence before
the amendment took effect and that the original Section 117
requires that we look to the 1909 Act and common law to
determine whether the circuit boards defendant manufactures
are copies of plaintiff's audiovisual works.
We disagree. Even if the 1980 amendment applies only to
copyrights issued after its effective date—an issue we do not
decide—the district court properly applied the 1976 Act. The
language and legislative history of the 1980 amendment are
convincing that original Section 117 was intended only to leave
6a
unaltered the existing law governing the exclusive rights of
owners of copyrights in computer programs. See H. Rep. No.
96-1307, 96th Cong., 2nd Sess. 27 (1980) (Part I) (Judiciary
Committee), reprinted in 1980 U.S. Code Cong. & Ad. News
6486; id. at 19 (Part II) (Committee on Government Opera-
tions), reprinted in 1980 U.S. Code Cong. & Ad. News 6509;
Tandy Corp. v. Personal Micro Computers, Inc., 524 F. Supp.
171, 174-175 (N.D. Cal. 1981). It was not intended to permit
pirating of audiovisual works stored in computers.
Defendant also argues that even if plaintiffs video games are
copyrightable, plaintiffs asserted copyrights are invalid be-
cause the works they protect were originally published with-
out the notice of copyright required by Section 401 of the 1976
Act. Plaintiff purchased the copyrights it asserts in this suit in
1979 and early 1980 from a Japanese company that invented
the video game machines plaintiff now markets. Defendant
claims that the Japanese company published in Japan without
notice of copyright the audiovisual works stored in these
machines before it assigned its copyrights to plaintiff. Even if
that isso, however, the copyrights plaintiff purchased from the
Japanese company are valid. Plaintiff registered its works in
the United States in May and November 1980 (Supp. App. 102,
110)—within five years of the date they were originally pub-
lished in Japan. Section 405(a)(2) affords a copyright owner
five years within which to remedy the omission of a copyright
notice from published copies of a work. Defendant does not
allege that plaintiff has omitted to put a notice of copyright on
any of the machines plaintiff has distributed in the United
States or that its alleged infringement of plaintiff's copyrights
was in reliance upon the omission of such notice from these
copies originally published in Japan.
The final argument of defendant’s that we address is that
selling plantiff’s licensees circuit boards that speed up the rate
of play of plaintiff's video games is not an infrinement of plain-
tiffs copyrights. Speeding up the rate of play of a video game is
a little like playing at 45 or 78 revolutions per minute (“RPM’s”)
a phonograph record recorded at 33 RPM’s. If a discotheque
7a
licensee did that, it would probably not be an infringement of
the record company’s copyright in the record. One might argue
by analogy that it is not a copyright infringement for video
game licensees to speed up the rate of play of video games, and
that it is not a contributory infringement for the defendant to
sell licensees circuit boards that enable them to do that.
There is this critical difference between playing records at a
faster than recorded speed and playing video games at a faster
than manufactured rate: there is an enormous demand for
speeded-up video games but there is little if any demand for
speeded-up records. Not many people want to hear 33 RPM
records played at 45 and 78 RPM’s so that record licensors
would not care if their licensees play them at that speed. But
there is a big demand for speeded-up video games. Speeding up
a video game’s action makes the game more challenging and
exciting and increases the licensee’s revenue per game.
Speeded-up games end sooner than normal games and con-
sequently if players are willing to pay an additional price-per-
minute in exchange for the challenge and excitement ofa faster
game, licensees will take in greater total revenues. Video
game copyright owners would undoubtedly like to lay their
hands on some of that extra revenue and therefore it cannot be
assumed that licensees are implicitly authorized to use
speeded-up circuit boards in the machines plaintiff supplies.
Among a copyright owner’s exclusive rights is the right “to
prepare deriv ative works based upon the copyrighted work.”
17 U.S.C. § 106(2). If, as we hold, the speeded-up “Galaxian”
game that a licensee creates with a circuit board supplied by
the defendant is a derivative work based upon “Galaxian,” a
licensee who lacks the plaintiffs authorization to create a
derivative work is a direct infringer and the defenant is a
contributory infringer through its sale of the speeded-up cir-
cuit board. See, e.g., Gershwin Publishing Corp. v. Columbia
Artists Mgmt., Inc., 443 F.2d 1159, 1162 (2d Cir. 1971); Uni-
versal City Studios, Inc. vy. Sony Corp. of America, 659 F.2d
963, 975 (9th Cir. 1981), certiorari granted, 102 S. Ct. 2926
(1982).
Sa
Section 101 of the 1976 Copyright Act defines a derivative
work as “a work based upon one or more preexisting works,
such as a translation, musical arrangement, dramatization,
fictionalization, motion picture version, sound recording, art
reproduction, abridgement, condensation, or any other form in
which a work may be recast, transformed, or adapted.” It isnot
obvious from this language whether a speeded-up video game
is a derivative work. A speeded-up phonograph record probab-
ly is not. Cf. Shapiro, Bernstein & Co. v. Jerry Vogel Music
Co., 73 F. Supp. 165, 167 (S.D.N.Y. 1947) (“The change in time
of the added chorus, and the slight variation in the base of the
accompaniment, there being no change in the tune or lyrics,
would not be ‘new work’ ”); 1 Nimmer on Copyright § 3.03
(1982). But that is because the additional vaiue to the copyright
owner of having the right to market separately the speeded-up
version of the recorded performance is too trivial to warrant
legal protection for that right. A speeded-up video game is a
substantially different product from the original game. As
noted, it is more exciting to play and it requires some creative
effort to produce. For that reason, the owner of the copyright
on the game should be entitled to monopolize it on the same
theory that he is entitled to monopolize the derivative works
specifically listed in Section 101. The current rage for video
games was not anticipated in 1976, and like any new technology
the video game does not fit with complete ease the definition of
derivative work in Section 101 of the 1976 Act. But the amount
by which the language of Section 101 must be stretched to
accommodate speeded-up video games is, we believe, within
the limits within which Congress wanted the new Act to oper-
ate. Cf. WGN Continental Broadcasting Co., supra, 693 F.2d
at 627; Williams Electronics, Inc., supra, 685 F.2d at 873-874;
Atan, supra, 672 F.2d at 614-620.
9a
Defendant raises other arguments on appeal, all of which we
reject for the reasons set forth in District Judge Decker’s
exhaustive opinion. See 547 F. Supp. at 1005-1012.
AFFIRMED.
A true Copy:
Teste:
Clerk of the United States Court of
Appeals for the Seventh Circuit
10a
APPENDIX B
IN THE UNITED STATES DISTRICT COURT
FOR THE NORTHERN DISTRICT OF ILLINOIS
EASTERN DIVISION
NO. 80 C 5863
Decided March 10, 1982
Mipway MFc. Co.,
Plaintiff,
Vv.
ARTIC INTERNATIONAL, INC.,
Defendant.
MEMORANDUM OPINION AND ORDER
Plaintiff, Midway Manufacturing, Inc. (“Midway”), brought
this action against defendant, Artic International, Inc. (“Ar-
tic”), raising claims based on copyright infringement, trade-
mark infringement, unfair competition at common law, viola-
tion of Section 43(a) of the Lanham Act of 1946, 15 U.S.C.
§ 1125(a), violation of the Illinois Deceptive Trade Practices
Act, Ill. Rev.Stat. ch. 121-1/2, § 312, and misappropriation at
common law. Pending are plaintiff's motion for preliminary
injunction and defendant’s motion for summary judgment on
copyright issues. On September 28 and 29, 1981, the court held
a hearing and took testimony concerning Midway’s motion for
preliminary injunction. All post-hearing briefs requested by
the parties have now been filed, and, after consideration of
them and the transcript of the hearing, the court hereby enters
the following opinion and order.
Facts
The bulk of Midway’s business consists of manufacturing and
selling video games. Two of those games are the subjects of this
lawsuit, Galaxian and Pac-Man. Allegedly, Artic is selling
electronic devices that are intended to simulate Midway’s
lla
Galaxian and Pac-Man games as well as devices that are de-
signed to be inserted into Midway’s Galaxian game to speed up
and otherwise alter the play of the game (hereinafter “speed-
up kits”). Those devices form the basis of this suit.
Both of Midway’s games consist of an upright cabinet equip-
ped with controls manipulated by the player while playing the
game. The cabinet contains electronic circuitry in the form of a
printed circuit board, which is electrically connected to a tele-
vision picture tube. The tube serves as a screen on which the
visual images of the game are displayed. Before the player
begins a game by inserting a coin, Midway's Galaxian and
Pac-Man games operate in an “attract” mode, which is stored
in the electronic components of the game. The attract mode is
fairly short and repeats itself constantly until the game is
played. Its purpose is to summarize the game for the prospec-
tive player and to encourage him to play the game. Whena coin
is deposited and the start button depressed, the games shift
into the “play” mode. In that mode, some of the symbols of the
game appear to respond to the operation of the controls by the
player.
In general, the video games manufactured by Midway and
others, including Galaxian and Pac-Man, contain printed cir-
cuit boards “loaded” with the electronic components, which
cause the images of the game to be seen on the television screen
and which generate the sounds the game makes while it is
being played. Those components include a microprocessor,
which is a small computer processing unit, and computer chips
called ROMs. The term ROM stands for “read only memory.”
It is a device which contains the instructions for a computer
program in a permanently stored manner.
A printed circuit board used in Midway’s Galaxian was
shown to the court at the hearing. The board is two-tiered,
consisting of a relatively large “mother board” which served as
the base, and a smaller “piggyback memory board” mounted on
the top of the mother board. The mother board contained a
microprocessor and two “character ROMs,” in which the com-
12a
puter programs necessary to create the shapes seen on the
screen are stored. The Galaxian piggyback board is made up of
five ROMs on its top side and two sets of twenty-four pins
descending out from its bottom. The pins fit into sockets on the
mother board and connect the ROMs on the piggyback board to
the microprocessor on the mother board. The ROMs on the
piggyback board (hereinafter “program ROMs”) contain
permanently imprinted computer programs which direct the
microprocessor to cause the images created by the character
ROMs to appear in certain locations on the television screen.
When the Galaxian game is in the attract mode, the repeat-
ing sequence of images summarizing the game for the player is
generated by instructions from the program ROMs. After a
coin is inserted and the game goes into the play mode, the
images generated by the character ROMs move on the screen
in a finite but enormous number of sequences. The sequences
are determined by the program ROMs. In other words, whena
player moves the controls on the cabinet, an electric signal is
sent to the microprocessor, which scans the program ROMs for
the predetermined sequence in which the images are to move
on the screen. Ifa player were to move the controls of either a
Pac-Man or Galaxian video game in exactly the same way in
two different plays of the game, the images on the screen would
all move in exactly the same way.
Midway’s Pac-Man video game is made up of essentially
identical electronic equipment. The principles of operation for
the Pac-Man game are the same as those discussed above for
the Galaxian game. Of course, the programs contained in the
ROMs are considerably different.
The court observed both the Galaxian and Pac-Man games at
the hearing. The elements of the Galaxian 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 ship operated by the player, plus a
formation of enemy alien ships. The player’s ship moves
horizontally along the bottom of the screen, in response to the
l3a
manipulation of the controls by the player. The aliens are
arranged in a convoy of five horizontal rows at the top of the
screen. There are four denominations or ranks of aliens, with
the highest ranking farthest from the player's ship. Each rank
has a distinguishing color. The highest ranking alien is shaped
like a rocket ship, but the other ranks are birdlike with flapping
wings. During play, individual aliens unpredictably invert and
swoop down to bomb the player’s ship. Sometimes the alien
attack involves miniformations of up to three aliens, including
one of the highest ranking alien ships plus one or two alien
escort ships. The object of the game is to destroy as many of the
alien ships as possible while avoiding the destruction of your
missile ship by the alien bombers. Whenever a ship is des-
troyed, a bright explosion appears on the screen with appropri-
ate sound effects. The player’s score is measured by the num-
ber and rank of aliens destroyed.
The Pac-Man game centers on a maze which covers the
entire screen. Using the controls, the player guides the Pac-
Man character through the maze, scoring points by “munching
up” dots inits path. Four ghost monsters, named Inky, Blinky,
Pinky, and Clyde, chase after the Pac-Man, attempting to
capture and destroy him. The Pac-Man can counterattack by
eating one of four large power capsules in the maze. Fora short
time after eating the capsule, the Pac-Man can devour the
monsters for an additional score. After all the dots in the maze
are consumed, the screen is cleared, and the game continues
for another round. Each round features a special fruit target in
the maze, which if eaten earns bonus points.
Both the games in this suit were created by Namco Limited,
a Japanese company. Galaxian was created in 1979, and was
first published in Japan by Namco on September 15, 1979.
Pac-Man was created in 1980 and was first published in Japan
under the name “Puckman” on May 27, 1980. Midway became
aware of the two games and concluded that both could be
profitably marketed in the United States. On November 13,
1979, Midway and Namco entered into a know-how license
agreement in which Namco granted Midway an exclusive
l4da
license to make and sell the Galaxian game in the United
States. On February 2, 1980, Namco assigned to Midway,
effective as of the date of the license agreement, “the entire
right, title and interest in common law and statutory copy-
right” in the Galaxian game. The Galaxian agreements have
been amended a number of times, but they still remain in
effect. As of August 16, 1980, Namco assigned the U.S. copy-
right rights of the “Pac-Man or Puckman” game to Midway. On
November 4, 1980, Midway and Namco entered into a formal
know-how license agreement in which Midway received the
exclusive rights to market the Pac-Man game in the United
States under that name. The Pac-Man agreements are likewise
still in effect. Midway has made substantial royalty payments
to Namco under both agreements.
Both the Pac-Man and Galaxian video games have been
extremely successful products for Midway. Since February
1980, Midway has sold in excess of 40,000 Galaxian games, and
since October 1980, over 80,000 Pac-Man games. Prior to 1978,
the average production run on a video game was from 1500 to
2000 units.
Recognizing the value of these two games, Midway sought to
register its copyright in the audiovisual portion of the games.
Midway initially attempted to register the copyright in the
Galaxian game in early March 1980. At that time, a Midway
attorney met with examiners in the Copyright Office visual
arts and performing arts groups to determine what would be
the proper form of deposit to register the visual images of the
game. After some discussion, the performing arts division
examiner agreed that a performing arts application should be
filed and that an acceptable deposit would consist of a video
tape of a performance of the game and a written “Synopsis of
Deposit.”
On March 6, 1980, Midway’s attorney filed a performing arts
application to register the Galaxian game and deposited a video
tape, a brochure for the game, and other materials including a
written “Synopsis of Deposit.” The video tape was recorded at
lda
Midway's plant in Franklin Park, Illinois. It presents a per-
formance of the play mode of the Galaxian game, and there is a
closeup of the game screen to show the copyright notices. At
the end of the tape is a view of the entire game showing the full
cabinet bearing Midway's name.
The Copyright Office granted the application and issued
Certificate of Copyright Registration No. PA 59-977, effective
as of March 6, 1980. The certificate states that the work for
which the copyright is registered is entitled “Galaxian” or
“Midway’s Galaxian,” that the work is an audiovisual work,
that Namco is the author of the work, that the work was
created in 1979, and that it was first published in Japan on
September 15, 1979.
Midway also obtained a Certificate of Copyright Registra-
tion No. PA 68-323 specifically for the Galaxian attract mode
which was not included in the videotape deposit for PA 59-977,
and Certificate of Copyright Registration PA 83-768 for the
entirety of the Pac-Man game. For each certificate, Midway
submitted a video tape and a written synopsis of the deposit
with the application.
In aJuly 14, 1981, letter, Ms. Marybeth Peters, Chief of the
Examining Division of the Copyright Office, confirmed that,
on an ongoing basis, the depos’* requirements for copyright
protection of video games woul onsist of a video tape of the
attract and play modes of the g.mes, a synopsis of the work,
and at least one piece of identifying material showing the
position of the copyright notice. The rationale for allowing such
a deposit was given as follows:
“The Copyright Office certainly does not want the
actual video games deposited for registration. Unfortun-
ately, under the present regulations, there is no specific
provision for the deposit of audiovisual works embodied in
video games. I am, therefore, granting your request for
special relief on an on-going basis.”
Every Galaxian and Pac-Man game sold by Midway contains
a number of copyright notices. One copyright notice appears on
l6a
the glass cover over the video screen of the Galaxian game an.
is in the form a clear decal. Also, the notice appears on the
Galaxian printed circuit board. In the Pac-Man game, one
copyright notice is displayed electronically on the screen im-
mediately after a coin is deposited, and a notice is attached to
the Pac-Man circuit board and to each of its ROMs.
The evidence presented at the hearing showed that defend-
ant Artic sells two devices which Midway contends violate its
rights in the Galaxian and Pac-Man games. The first of those
items is a speed-up kit, which, when attached to the Galaxian
game, modifies the way the images move on the screen.
Essentially, the effect of the speed-up kit is to cause the aliens
to move faster and to increase to six the number of aliens that
attack the player’s ship in formation. In addition, the aliens in
the sped-up version drop more bombs on the player's ship. The
obvious result of attaching the speed-up kit to a Galaxian game
is to make the game more difficult to play, dramatically
shortening the time that it takes for a player to lose his rocket
ships and be forced to insert an additional coin to continue play.
Artic itself recognized that that was the purpose of the speed-
up kit in its earliest advertisements directed to video arcade
owners. The advertisements read in part:
“TRY OUR MEMORY BOARDS TO DOUBLE YOUR
GALAXIAN INCOME.”
Artic has sold at least 436 speed-up kits.
The Artic speed-up kit is made up of a relatively small
printed circuit board with five devices called “EPROMs”
(apparently similar to ROMs in function) on the top and two
sets of pin connectors on the bottom. The two sets of con-
nectors are spaced in such a way as to permit them to be
plugged into the sockets in the Galaxian mother board into
which the Galaxian piggyback memory board is normally plug-
ged. The EPROMs on the speed-up kit contain a complete set
of instructions necessary to cause the characters of the Gala-
xian game to move in a faster sequence.
l7a
Both the computer instructions in the ROMs on the Galaxian
piggvback board and the instructions in the speed-up kit’s
EPROMs can be printed out on paper by a standard industry
procedure using a machine known as a “development
machine.” That machine was used to print out the instructions
in the Midway’s ROMs and Artic’s EPROMs. Dr. Thomas
DeF anti, a professor of computer science at the University of
Illinois, compared the two printed versions of the instructions.
He found that out of about 10,000 “bytes” or computer words of
source code in the two sets of programs, there were only about
488 differences. Dr. DeFanti’s conclusion was, “[I]t is a clear
ease of copying here.”
The use of the speed-up kit is substantially limited to attach-
ing it to Galaxian games. In order for the kit to work on other
games, Artic’s printed circuit board would have been able to
plug into the mother board of those games. In other words, the
sockets on the mother board would have to be spaced in a
manner to correspond to the connector pins on the speed-up
kit. Also, the sockets would have to be properly connected
electrically to the microprocessor. Finally, the programming
language used in the EPROMs of the Artic kit would have to be
compatible with the language read by the microprocessor on
the mother board.
At the hearing, Artic demonstrated that the speed-up kit
could be attached to two video games called “Uniwars” and
“Moon Cresta.” However, attaching the speed-up kit to those
games substantially changed them. The kit caused the phrase
“WE ARE THE GALAXIANS"” to appear on the screen of
both games in the attract mode. With the kit attached, the
character images of the games assembled in a formation identi-
cal to the formation of the aliens in the Galaxian game and
moved in exactly the same way as in the sped up version of the
Galaxian game. When the games were played normally, with-
out the speed-up kit attached, the images did not appear in
such a formation, nor did they move in a manner similar to the
Galaxian aliens. Midway presented evidence at the hearing
lXa
showing that it was physically impossible to fit the speed-up kit
into the mother boards of several other video games.
The second item sold by Artic that is of interest in this
litigation is a printed circuit board that is used to create a
‘“Puckman” video game. Artic first sold a Puckman circuit
board on November 25, 1980, after it became aware of the
existence of Namco’s Puckman game. In sum, Artic has sold
between 500 and 1600 Puckman printed circuit boards in the
United States.
The court viewed the Puckman game generated by Artic’s
printed circuit board. The only differences between Artic’s
Puckman game and Midway’s Pac-Man game are (1) the names
of the ghost characters in Artic’s game are different from the
names of Midway’s characters, (2) the Midway copyright
notice does not appear on Artic’s game, and (3) the name of the
game is different. Other than those trivial differences, the
Artic game is absolutely identical to Midway's Pack-Man video
game described above. In fact, it was demonstrated at an
earlier hearing before the United States International Trade
Commission that Artic’s Puckman printed circuit board con-
tains an error common to Midway’s Pac-Man game.
Prior to the inception of this litigation, when Artic first
began to sell its speed-up kits and Puckman circuit boards, it
listed the names of its products on its invoices. Sometime in
early 1981, after this suit was instituted, Artic began referring
to its products by code designations. For example, the code “A
07” was used to refer to Puckman circuit boards. Then, in April
1981, Artic ceased referring to particular circuit boards entire-
ly on its invoices, and began writing the term “P. C. Board” or
its equivalent on invoices for the sale of Puckman circuit
boards.
Discussion
The following four factors are to be considered in determin-
ing whether plaintiff is entitled to the entry of a preliminary
injunction in its favor: (1) likelihood of success on the merits; (2)
19a
irreparable harm if the injunction is not issued; (3) that the
balance of hardships tips toward the plaintiff; and (4) whether
or not granting the injunction is in the public interest. See The
Machlett Laboratories, Inc. v. Techny Industries, Inc., 665
F.2d 795 (7th Cir. 1981); Helene Curtis Industries, Inc. v.
Church & Dwight Co., 560 F.2d 1325, 1330 (7th Cir. 1977), cert.
denied, 434 U.S. 1070 (1978); Banks v. Trainor, 525 F.2d 837,
841 (7th Cir. 1975), cert. denied, 424 U.S. 978 (1976).
I. Likelihood Of Success—Copyright Claim
Defendant Artic has launched a massive scattershot of argu-
ments against the validity and application of Midway’s copy-
rights in the games involved in this case. The court willattempt
to deal with each of defendant’s arguments in an organized
fashion below.
A. Scope Of Copyright Protection
In registering its copyrights with the U.S. Copyright Office,
Midway chose to register the sights and sounds of the Galaxian
and Pack-Man games as audiovisual works. See 17 U.S.C.
§ 102(a)(6). “Audiovisual works” are defined in the Copyright
Act as
“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 equip-
ment, together with accompanying sounds, if any, regard-
less of the nature of the material objects, such as films or
tapes, in which the works are embodied.”
17 U.S.C. § 101. At this point, it is useful to delineate exactly
what plaintiff contends its copyrights cover. Plaintiff claims
copyright protection only in the series of images and sounds
appearing on the screen on the Galaxian and Pac-Man games.
Specifically, the protection extends to the fanciful design of the
characters used to play the games, the distinctive manner in
which the characters move, and the sounds associated with
that movement. Several courts have recently concluded that
those aspects of plaintiff's video games are the proper subjects
20a
of copyright protection. See Atari, Inc. v. North American
Phillips Consumer Electronics Corp., No. 81-2920, Slip Op. at
14-21 (7th Cir. March 2, 1982); Stern Electronics, Inc. v. Kauf-
man, No. 81-7411 (2d Cir. Jan. 20, 1982); Midway Manufac-
turing Co. v. Drikschneider, No. 81-0-243 (D.Neb. July 15,
1981); Williams Electronics, Inc. v. Artic International, Inc.,
Civ. No. 81-1852 (D. N.J. June 24, 1981).
Throughout this litigation, Artic has contended that the
plaintiff's copyright protection extends only to the particular
videotapes submitted to the Copyright Office for registration.
Artic’s argument rests largely upon the general deposit re-
quirements of 17 U.S.C. § 408, which state:
“(b) Deposit for Copyright Registration.—Except as
provided by subsection (c), the material deposited for
registration shall include—
“(3) in the case of a work first published outside the
United States, one complete copy or phono-record as so
published[. ]”
Artic claims that since the videotapes were submitted as
“copies” of the works, the works that Midway sought to copy-
right were only those tapes, not the games themselves.
Midway sharply disagrees with the argument made by Ar-
tic. Midway argues that the videotapes were not “copies” of the
works but rather were identifying material submitted in lieu of
actual copies of the works, pursuant to Copyright Office
regulations authorized by 17 U.S.C. § 408(c). While Midway
does recognize that there are no regulations specifically cover-
ing video games, there are regulations for “[w]Jorks reproduced
in or on three-dimensional objects.” 37 C.F.R.
§ 202.20(c)(2)(ix). The deposit requirement for such works may
be met by submitting “identifying material,” 7d., which is
defined as:
“photographic prints, transparencies, photostats, draw-
ings, or similar two-dimensional reproductions or render-
ings of the work, ina form visually perceivable without the
aid of a machine or device.”
2la
37 C.F.R. § 202.21. The brochures submitted along with the
videotapes would best satisfy that definition, with the result
that the games themselves, not just the videotapes, are the
subjects of the copyrights.
While there is substantial force to Midway’s arguments, the
court finds that it does not need to rely on the technicalities of
the Copyright Office’s regulations to find that Midway’s copy-
rights cover the video games themselves, and not just the
videotapes. Artic’s argument to the contrary fails, because it
relies on a far narrower definition of the word “copy” than that
used in the Copyright Act. In the Act, the term “copies” is
defined as follows:
“‘*Copies’ are material objects, other than pho-
norecords, in which a work is fixed by any method now
known or later developed, and from which the work can be
perceived, reproduced, or otherwise communicated,
either directly or with the aid of a machine or device.”
17 U.S.C. § 101. That definition makes clear that a copy may be
made in any medium whatsoever, so long as the work can be
perceived from it. The videotape submitted to the Copyright
Office is no less a copy of Midway’s audiovisual work, than the
game machine itselfis. As this court said in an earlier opinion in
this case,
“It should be emphasized that merely because the work is
fixed in the tapes submitted to the Copyright Office, it
does not necessarily follow that the tapes are the works
themselves. The original work of the authorship should
not be confused with the material objects in which the
work must be fixed. See, 1 Nimmer on Copyrights § 2.03.”
Midway Manufacturing Co. v. Artic International, Inc., No.
80 C 5863, slip op. at 16 (N.D.IIl. June 2, 1981) (order denying
defendant’s motion for summary judgment). Here, the
videotapes were merely copies of the work. The work, for
which copyright protection was granted, is the audiovisual
display reflecting the author’s creativity.
22a
B. Validity of Midway's Copyrights
Section 410(c) of the Copyright Act, 17 U.S.C. § 410(¢),
provides that a certificate of registration from the Copyright
Office “shall constitute prima facie evidence of the validity of
the copyright.” As noted above, plaintiff Midway has received
Certificates of Copyright Registration from the Copyright
Office covering both its Galaxian and Pac-Man games. Artic
has the burden of overcoming that presumption of validity in
this case. See Flick-Reedy Corp. v. Hydro-Line Manufactur-
ing Co., 351 F.2d 546 (7th Cir. 1965), cert. denied, 383 U.S. 958
(1966).
Artic makes three arguments which it contends overcome
the presumption of validity. First, Artic contends that the
audiovisual aspects of Midway’s video games are not “fixed in
any tangible medium of expression,” 17 U.S.C. § 102(a), and so
do not qualify for copyright protection at all. Second, Artic
claims that the publication of the video games by Namco in
Japan, without the proper copyright notice attached, resulted
in forfeiture of the copyrights under 17 U.S.C. § 401. Finally,
Artic argues that the video games may not be copyrighted
because they are useful, mechanical devices not subject to
copyright protection. Each of Artic’s contentions will be con-
sidered in turn.
Before a copyright can attach in any original work of au-
thorship, the work must be “fixed in any tangible medium of
expression, now known or later developed, from which [it] can
be perceived, reproduced, or otherwise communicated, either
directly or with the aid of a machine or device.” 17 U.S.C.
§ 102(a). The phrase is defined in the Copyright Act as follows:
“A work is ‘fixed’ in a tangible medium of expression
when its embodiment in a copy or phono-record, by or
under the authority of the author, is sufficiently perma-
nent 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.
23a
Artic contends that the audiovisual displays of Midway’s
games do not meet that requirement. Artic’s argument is
based on the specific technology by which the images that
appear on the game screens are generated. Basically, Artic
notes that the ROMs in the video games do not contain enough
memory to store the entire picture that appears on the game's
screen at any one instant. Rather, the ROMs contain a number
of symbols or patterns which are combined in various ways by
the microprocessor to make up the images seen on the screen.
Artic argues, therefore, that the computer is simply generat-
ing a new set of pictures at all times, pictures that are them-
selves not fixed in any medium.
While Artic’s argument has a certain facial validity, it
nonetheless fails. The fixation requirement, as is clear from the
statute, does not require that the work be written down or
recorded somewhere exactly as it is perceived by the human
eye. Rather, all that is necessary for the requirement to be
satisfied is that the work is capable of being “reproduced...
with the aid of a machine or device.” 17 U.S.C. § 102(a). As was
amply demonstrated by Midway at the hearing, the audiovi-
sual features of its games may be reproduced over and over
again, for extended periods of time. The attract modes of the
two games, for instance, repeat themselves over and over
again, in identical fashion, for as long as the games are turned
on and no one is playing them. The copyrightable aspects of the
play mode likewise repeat themselves whenever the game is
played.
Artic attempts to draw support for its position from a state-
ment in the Report of House Judiciary Committee on the
Copyright Act. The Judiciary Committee stated:
“(T]he definition of ‘fixation’ would exclude from the con-
cept purely evanescent or transient reproductions such as
those projected briefly on a screen, shown electronically
on a television or other cathode ray tube, or captured
momentarily in the ‘memory’ of a computer.”
H.R. Rep. No. 94-1476, 94th Cong., 2nd Sess. 53, reprinted in
[1976] U.S. Code Cong. & Ad. News 5659, 5666. When read in
24a
context, however, the “purely evanscent or transient
reproductions” referred to by Congress are those arising from
live telecasts or performances that are nowhere separately
recorded. Clearly, the lack of any recording of such events
would preclude their ever again being identically reproduced.
In the instant case, the copyrighted material is recorded in the
ROMs and may be reproduced with the aid of the microp-
rocessor. While the technology of the reproduction is different
than that encountered with videotape, Congress has allowed
for that eventuality by allowing for fixation in mediums of
expression either “now known or later developed.” 17 U.S.C.
§ 102(a). The technology used in the video games is one such
later developed medium of expression.
Defendant also claims that Midway’s copyright in the video
games is void because Namco, the developer of both games,
published them in Japan without attaching any copyright
notice. 17 U.S.C. § 401(a) provides that”
“Whenever a work protected under this title is pub-
lished in the United States or elsewhere by authority of
the copyright owner, a notice of copyright as provided by
this section shall be placed on all publicly distributed
copies from which the work can be visually perceived,
either directly or with the aid of a machine or device.”
Evidence was presented at the hearing which showed that
Namco’s game machine did not display a copyright notice..
Artic argues that the failure to attach a copyright notice to
those games voids Midway’s copyrights.
Defendant’s argument is not supported by the Copyright
Act, however. The statute only requires notice to be placed on
those copies published “by authority of the copyright owner.”
Id. Midway is the owner of the United States copyright in the
games, as is evidenced by the certificates of registration. As
noted above, all copies of the games published or sold by
Midway contained sufficient notice to comply with the require-
ments set forth in the Act. Midway did all that it could reason-
ably do to comply with the Act. It has no control over the
actions taken by Namco in Japan. See Goldman-Morgen, Inc.
25a
v. Dan Brechner & Co., 411 F.Supp. 382, 389-90 (S.D.N.Y.
1976).
Finally, Artic suggests that Midway has attempted to ac-
quire copyright protection for utilitarian objects, which are not
the proper subjects of copyright protection. Artic’s argument
here is apparently in two parts. Artic initially claims Midway’s
attempt to copyright the audiovisual aspects of its games was,
in reality, an attempt te copyright the ROMs in the games.
Because the ROMs are utilitarian objects, they may not be
copyrighted. See Esquire, Inc. v. Ringer, 591 F.2d 796 (D.C.
Cir. 1978), cert. denied, 440 U.S. 908 (1979). While the court
agrees that utilitarian objects may not be copyrighted, it
appears that Artic has misconstrued the copyrights at issue in
this case. As noted above, Midway has sought and obtained
protection for the audiovisual aspects of its games that appear
on the screen. Midway no more restricts the use of ROMs than
an author with a valid copyright restricts the use of books.
The second part of defendant’s argument here apparently
rests on the contention that games are themselves utilitarian
objects and, therefore, cannot be the subject of copyright
protection. As it did in its earlier opinion, the court once again
must reject that argument. To again quote Professor Nimmer:
“It is true that no copyright may be obtained in the system
or manner of playing a game or in engaging in other
sporting or like activity. However, some limited copyright
protection is nevertheless available in connection with
games. It would seem that a relatively minimal artistic
expression, if — would render copyrightable labels
for games, as well as the pattern or design of game boards
1 Nimmer on Copyrights § 2.18{H][3]. As discussed above,
Midway has obtained copyright protection for the artistic ex-
pression which appears on the screen of its games (the “game
board” in this instance).
C. Registration Of Midway's Copyrights
Artic claims that Midway was guilty of several instances of
improper or fraudulent conduct before the Copyright Office
26a
when attempting to register its copyrights in the two video
games. The alleged fraud is the basis for Artic’s motion for
summary judgment on the copyright claims, which motion will
be discussed at the present time.
The legal effect of fraud on the Copyright Office has been
stated as follows:
“The knowing failure to advise the Copyright Office of
facts which might have occasioned a rejection of the appli-
cation constitute reason for holding the registration in-
valid and thus incapable of supporting an infringement
action, 1 Nimmer § 94, or denying enforcement on the
ground of unclean hands. . .”
Russ Berrie & Co. v. Jerry Elsner Co., 482 F.Supp. 980, 988
(S.D.N.Y. 1980). See Vogue Ring Creations, Inc. v. Hard-
man, 410 F.Supp. 609 (D.R.I. 1976). Defendant's motion for
summary judgment relies largely on its claim, discussed
above, that plaintiff Midway has succeeded in copyrighting
only the videotapes it submitted to the Copyright Office. On
the basis of that assumption, Artic says that a number of the
statements made by Midway on the applications for its copy-
rights were false. Specifically concerning the Galaxian applica-
tion, Midway stated that the work that it was copyrighting was
published in Japan on September 15, 1979, by Namco, Limited,
the author of the work. As Artic notes, those facts are not
correct if the “work” copyrighted was the videotape, which
was made by Midway in Illinois on February 14, 1980, and
never published at all.
In addition, Artic relies on the testimony of one David
Albee, Senior Copyright Examiner for the Copyright Office.
Mr. Albee was the examiner who handled Midway's Galaxian
and Pac-Man copyright applications. He testified at a hearing
held before the United States International Trade Commis-
sion, which was considering many of the issues currently be-
fore this court, and a transcript of his testimony was admitted
into evidence before the court during the preliminary injune-
tion hearing. To the extent that Mr. Albee was able to remem-
ber anything about the video game applications, he testified
27a
that an attorney for Midway told him that the videotapes had
been published and that the copies were used for promotional
purposes. Mr. Albee also testified that he viewed the tapes.
Finally, Artic points out that, in its cover letters submitted
with the copyright applications, Midway states that it is
depositing “one copy” of the work to be copyrighted. Artic
states that the videotapes were, at best, only “identifying
material” rather than copies of the work. Artic claims that
Midway never informed the Copyright Office that it was sub-
mitting “identifying material” instead of copies of the works
until long after the certificates of registration were issued.
Viewing the evidence presented by Artic as a whole, it is
clear that Artic has not met its burden of showing that Midway
defrauded the Copyright Office. Much of Artic’s alleged evi-
dence of fraud is based on the mistaken proposition that Mid-
way’s trademarks cover only the videotapes submitted to the
Copyright Office. As noted, the videotapes are merely copies
of the work to be copyrighted. Consequently, the statements
made by Midway in its letters and application to the Copyright
Office were, so far as the evidence shows, entirely proper and
certainly not fraudulent.
The court also is not persuaded by the testimony of Mr.
Albee. The Administrative Law Judge, who was in charge of
the hearing before the International Trade Commission and
who observed Albee’s testimony personally, stated as follows:
“The testimony of Examiner Albee does little to prove
Artic’s allegations. ... The witness stated repeatedly
that he did not recall specific details. To the extent he
could recall, that recollection was sketchy at best. This
fact is well illustrated by his testimony that he viewed the
entire videotape deposited with him. . . . Since the con-
tent of that tape clearly conflicts with some of his hazy
impressions of representations allegedly made to him by
Mr. Larson [Midway’s attorney], it is impossible to place
any credence in those recollections. The testimony of
Messrs. Deitz and Larson are substantially in agreement
as to the critical facts. Consequently, there is no basis fora
28a
finding of material :\isrepresentation as to what was
being deposited for what purpose.”
In re Certain Coin-Operated Audiovisual Games and Compo-
nents Thereof (viz Rally-X and Pac Man), Investigation No.
337-TA-105, slip op. at 55 (U.S. Int'l. Trade Comm. Nov. 16,
1981) (Recommended Determination of John J. Mathias, Ad-
ministrative Law Judge). The court has reviewed the trans-
cript of Mr. Albee’s testimony, and is in complete agreement
with the Adminstrative Law Judge. It is not surprising that a
copyright examiner would have difficulty remembering the
facts surrounding a particular copyright application. Testi-
mony presented at the International Trade Commission hear-
ing indicated that each examiner reviews as many as 10,000
different applications per year.
The above analysis by the court should not be taken to mean
that the court totally disagrees with the propositions put forth
by Artic. It does appear that the applications and procedures
followed by Midway in registering its copyrights were not
entirely clear and straightforward. However, much of what-
ever confusion there was appears to have resulted from the
fact that Midway was attempting to copyright new technology
that the Copyright Office had never directly dealt with before.
Particularly in view of that situation, the court is guided by the
following statement in Freedman v. Milnag Leasing Corp., 20
F.Supp. 802, 804 (S.D.N.Y. 1937):
“It will not do to be overstrict as to the technicalities of the
Copyright Act ... If the statute is substantially and in
good faith complied with by a person seeking copyright
protection and if others have not been misled intot inking
that the work is not copyrighted, it is enough.”
See also Johnson v. Salomon, 197 U.S.P.Q. 801, 820-21
(D.Minn. 1977); Champion Map Corp. v. Twin Printing Co.,
350 F.Supp. 1332 (E.D.N.C. 1971). No evidence has been
presented here that anyone was misled by any of Midway's
actions. Consequently, Artic’s motion for summary judgment
on the copyright issues is denied.
29a
In addition to claiming that Midway engaged in fraud before
the Copyright Office, Artic also argues that Midway failed to
comply with the requirements of 17 U.S.C. § 205(d). That
subsection provides:
“No person claiming by virtue ofa transfer to be the owner
of copyright or of any exclusive right under a copyright is
entitle d to institute an infringement action under this title
until the instrument of transfer under which such person
claims has been recorded in the Copyright Office, but suit
may be instituted after such recordation on a cause of
action that arose before recordation.”
Artic’s arguments under this section center on the Pac-Man
registration. The recorded document for that copyright is
dated October 10, 1980, and is entitled “Assignment of Copy-
rights.” It reads in part as follows:
“Namco Limited ... has assigned to and does hereby
assign to Midway Mfg. Co... . the entire right, title and
interest in common law and statutory copyrights in and to
said Game [Pac- Man] i in the United States and The West-
ern Hemisphere.”
On the following day, a representative of Midway signed and
dated a letter to the president of Namco relating to the assign-
ment of the copyrights. That letter states in full:
“Midway Manufacturing Co. fully understood and agreed
that the “ASSIGNMENT OF COPYRIGHTS” for both
[PAC-MAN] and [RALLY-X] which were signed by
Namco’s representative and granted to Midway Mfg. Co.
shall be governed and restricted by the License Agree-
ment of the above games. The License Agreement above
oe shall be finalized no later than November 15,
1980.”
Finally, on November 4, 1980, Namco and Midway entered
into a formal “LICENSE AGREEMENT” under which Mid-
way received the full rights to market the Pac-Man game in the
United States. Paragraph 2(b) of that document once again
purports to transfer from Namco to Midway all United States
copyrights in the Pac-Man game. Artic claims that the October
10 document which was recorded was not the “instrument of
30a
transfer” required by the statute. Rather, Artic says that
Midway should have recorded the November 4 license agree-
ment, which, Artic argues, actually transferred the copy-
rights.
The court begins its analysis by noting that the language of
the assignment, by its terms, clearly transfers Namco’s copy-
rights in the Pac-Man game to Midway. That transfer is not
repudiated in the subsequent letter from Midway to Namco.
The letter only states that the extremely general grant, reg-
istered with the Copyright Office, is subject to a more special-
ized agreement between the parties. It is instructive to note
that the more specialized license agreement, insofar as the
copyright is concerned, is entirely consistent with the earlier
assignment. Apparently, the practice followed by Midway in
this case is well accepted by the Copyright Office. Professor
Nimmer states:
“A transferee sometimes hesitates to record his trans-
fer for the reason that he does not wish the amount or
nature of the consideration which he has paid to become a
matter of public knowledge. This problem is often solved
through the device of the so-called ‘short term’ document
of transfer. That is, at the same time the transferor ex-
ecutes the full contract of transfer which recites the con-
sideration which the transferee has or will thereafter pay
to the transferor, a second short form document is also
executed by the transferor which recites in full the rights
transferred but which refers to the consideration therefor
either in general terms (e.g., ‘for good and adequate con-
sideration’) or which refers to the longer document for a
recitation of the consideration. Only the short form is
recorded.” 3 Nimmer on Copyright § 10.07[A], n. 2 (1981).
While there are some technical differences between the
arties described by Professor Nimmer and that followed
y Midway in the instant case (i.e., the two documents
were not executed at the same time and the “short form”
that was recorded does not contain a purely formalistic
statement of consideration), the court does not believe
that those differences are significant. The court finds that
Midway adequately complied with the requirements of 17
U.S.C. § 205(d).
3la
D. Artic’s Infringement Of Midway's Copyrights
Section 106 of the Copyright Act provides the following
exclusive rights to the holders of valid copyrights:
“(1) to reproduce the copyrighted work in copies .
“@) to = derivative works based upon the copy-
righted work;
“(3) to distribute cupies . . . of the copyrighted work to
the public by sale or other transfer of ownership, or by
rental, lease, or lending;
“(4) in the case of . . . motion pictures and other audio-
visual works, to perform the copyrighted work publicly;
and
“(5) inthe case of. . . the individual images of a motion
picture or other audiovisual work, to display the copy-
righted work publicly.”
17 U.S.C. § 106. Midway claims that one or more of those
exclusive rights are violated by Artic’s sale of its Puckman
printed circuit boards and its Galaxian speed-up kits.
Turning first tothe Puckman printed circuit boards, Midway
contends that their sale violates its right to make copies. Ar-
tic’s circuit boards fit well within the definition of “copies”
under 17 U.S.C. § 101, because they are “material objects. . .
in which a work [here Puckman] is fixed . . . and from which
the work can be perceived . . . with the aid of a machine.”
Artic suggests that this court should not find that its circuit
boards infringe Midway's valid copyrights, because no evi-
dence showing direct proof of copying was presented at the
hearing. Courts, however, have recognized the difficulty that
plaintiffs are likely to have in finding direct proof of copying ofa
protected work, and have allowed a finding of copying from
evidence that the defendant had access to the copyrighted
work and that defendant’s work is substantially similar to
plaintiff's. See Walker v. University Books, Inc., 602 F.2d 859
(9th Cir. 1979); Granite Music Corp. v. United Artists Corp..,
532 F.2d 718 (9th Cir. 1976).
32a
Here, there is ample evidence of Artic’s access to the copy-
righted work. Artic’s president admitted that he became
aware of Namco’s Puckman game in Japan before Artic began
selling the printed circuit boards. In addition, Artic began
selling the boards after Midway's Pac-Man game was widely
distributed in the United States. It was also demonstrated at
the hearing that Artic’s Puckman game is not only “sub-
stantially similar” to Midway's Pac-Man, but that the two
games are, in fact, essentially the same. There is ample evi-
dence that Artic copied Midway’s Pac-Man game.
Artic makes two arguments which, it claims, preclude a
findig of infringement, even if the court finds that Artic copied
Midway’s Pac-Man game. First, Artic urges this court to fol-
low the district court holding in Data Cash Systems, Inc. v.
JS&A Group, Inc., 480 F.Supp. 1063 (N.D.IIl. 1979), affd on
other grounds, 628 F.2d 1038 (7th Cir. 1980). That case in-
volved a computer program designed to be used in a compute-
rized chess game. The written program itself was copyrighted
by the plaintiff in that case. The program was then embodied in
a ROM, which was made part of a hand-held computer chess
game. The defendants allegedly copied plaintiffs ROM and
used it in a computer chess game of their own. The district
court granted summary judgment for the defendants, stating,
“Even assuming that the ROM in plaintiff's Compu-
Chess was copied by defendants JS&A, Sugarman and
Stanke, the ROM is not a ‘copy’ of plaintiff's computer
program and therefore the copying is not actionable. Since
a complete defense as a matter of law with respect to
plaintiff's claim of copyright infringement exists, the mo-
tion of defendants JS& A, Sugarman and Stanke for sum-
mary judgment is granted...”
480 F.Supp. at 1069. Artic argues that, if it copied anything
from Midway's game, it copied the ROMs only. Therefore,
following Data Cash, the court should find as a matter of law
that no infringement took place.
The court, however, is unable to accept Artic’s argument.
Initially, it is important to note that, in affirming the district
33a
court’s outcome in Data Cash, the Seventh Circuit Court of
Appeals expressly refused to consider the grounds relied upon
by the lower court, saying, “The parties had neither briefed
nor argued that issue and neither side on appeal defends the
district court’s position, so we do not consider it further.” 628
F.2d at 1041. Also, another district court has expressly re-
jected the lower court’s reasoning in Data Cash. See Tandy
Corp. v. Personal Micro Computers, Inc., No. C-81-0744 RFP
(N.D.Cal. Aug. 31, 1981).
This court as well is not persuaded by the lower court’s
reasoning in Data Cash. To reach its conclusion that a ROM can
never, as a matter of law, be a “copy” of anything, that court
adopted the following definition of the word “copy”: “Both at
common law and under the 1909 Act, a ‘copy’ must be in a form
which others can see and read.” 480 F.Supp. at 1068. That
definition is far narrower than the one adopted by Congress
and included in the current Copyright Act. As noted above, the
word “copy” is there defined, among other things, as a material
object in which the work is fixed “and from which the work can
be perceived . . . with the aid of a machine.” 17 U.S.C. § 101.
By its very terms, that includes items like videotapes and tape
recordirgs that cannot be read with the naked eye, and
definitely covers the ROMs used by Midway in its Pac-Man
game. This holding is supported by the General Counsel of the
International Trade Commission. He said,
“Complainant further argues that if a work is embodied
in an object, be it a ROM, a tape or a disc, that work is
copyrightable, regardless of whether machines, with or
without the aid of computer programs, are necessary for
the work to be visually perceived. As stated by Nimmer,
‘a work is no less a motion picture (or other audio-visual
work) because the images are embodied in a video tape,
video disc, or any other tangible form.’ 1 Nimmer
§ 2.09(D]. . . . The General Counsel agrees with this posi-
tion.”
OF ae” Pn ss" | ene eer, OF ner er Eee oe Sa Pr ey eer sen
Menara ndum from the General ( ounsel oy tine invernmanownma
Trade Commission to The Commission, at 7 (June &, 1981).
34a
Artic also suggests that its copies of the Pac-Man printed
circuit boards do not constitute infringement of Midway's
copyright, because the boards are useful devices that may be
and are used to repair defective or broken video games. This
argument is easily disposed of. Whether or not Artic’s state-
ment of the relevant law is correct, no evidence was presented
at the hearing which tended to show that Artic’s Puckman
circuit boards were used for innocent purposes. To the contra-
ry, there was substantial evidence presented which showed
that even Artic recognized that its boards were being used in
contravention of the law. As soon as this suit was filed, Artic
began taking every effort to disguise the fact that it was selling
Puckman circuit boards.
The question of whether Artic’s speed-up kits, used in Mid-
way’s Galaxian game, violate any of Midway’s exclusive rights
is more difficult. Fortunately, many of those difficulties were
dealt with in this court’s June 2, 1981, ruling in this case
denying Artic’s motion for summary judgment.
Midway again claims that Artic’s speed-up kits violate the
second of its five exclusive rights provided by the Copyright
Act, specifically, the right “to prepare derivative works based
* &
upon the copyrighted work.” 17 U.S.C. § 106. In its earlier
opinion, the court stated:
“The court believes that the success of this theory de-
pends on the resolution of two key factual questions. The
first factual question concerns the scope of the copyright.
It is, of course, impossible to tell whether defendant has
induced others to prepare a derivative work, when the
court is uncertain as to what original work was copy-
righted. As noted, the scope of the copyright is in dispute
between the parties. Second, there is also the factual
question of whether the speed up kits are designed and
used solely to modify the visual images of plaintiff's copy-
righted game or whether the device can be used in a
variety of electronic games.”
Midway, supra, slip op. at 18. The evidence presented at the
hearing allows the court to now address those factual concerns.
35a
As this court discussed at length above, the copyrighted
work at issue in this case is the audiovisual display that appears
on the video game’s screen. The speed-up kit sold by Artic
clearly changes that display during the play mode of the game.
The characters in the game move at a faster speed, and the
number of alien characters that attack the character controlled
by the player is increased. Such modifications of plaintiff's
copyrighted display fit well within the definition of derivative
works.
Also, the facts presented at the hearing clearly show that the
speed-up kit was designed solely to modify Midway's Galaxian
game. In no way can it be described as a technological break-
through benefitting the entire electronic games industry. The
evidence showed that the speed-up kit is physically compatible
with very few games other than Galaxian. To the extent that
the kit did work in other games, it changed them in ways which
further showed that it was meant to be used only in the Gala-
xian game. For example, it caused the words “WE ARE THE
GALAXIANS” to appear on the screens of the other games,
and caused the characters of those games to move in a way
extremely similar to the way the characters in the Galaxian
game moved. Also, the earliest advertising used by Artic to
promote its speed-up kits referred only to speeding up Gala-
xian games. No other use of the kit was mentioned. In view of
the above factual showings, the court concludes that Artic’s
speed-up kits are infringing “derivative works” of Midway’s
Galaxian video game.
Insummary, the court is convinced that Midway has shown a
likelihood of success on its copyright claims, despite the
plethora of arguments to the contrary raised by Artic. Midway
has shown that it is the owner of valid copyrights covering the
audiovisual features of both its Galaxian and Pac-Man video
games. Midway has also shown that those copyrights are in-
fringed by the actions of the defendant, Artic. Because the
court believes Midway will prevail on its copyright claims, it is
not necessary for the court to consider Midway’s claims based
36a
on its trademarks, the Lanham Act, and various provisions of
state and common law.
II. Irreparable Harm
Ina copyright infringement case, the burden on the plaintiff
to show irreparable harm necessary to support a preliminary
injunction is very light. In fact, if the plaintiff can show prob-
able success on the merits, the requisite irreparable injury is
normally presumed. Wainwright Securities Inc. v. Wall Street
Transcript Corp., 558 F.2d 91 (2d Cir. 1977), cert. denied, 434
U.S. 1014 (1978); Novelty Textile Mills, Inc. v. Joan Fabrics
Corp., 558 F.2d 1090 (2d Cir. 1977).
Defendant attempts to rebut this assumption of irreparable
harm, at least so far as the Galaxian game is concerned, by
noting that Midway no longer sells that game. Consequently,
Midway could not possibly lose any sales as a result of defend-
ant’s infringement. Particularly in the case of the speed-up kit,
however, that showing is not enough to rebut the presumption
of irreparable harm. Plaintiff's reputation for high quality and
distinctive video games is entitled to protection from copyright
infringers, just as its potential sales are. See Dallas Cowboys
Cheerleaders, Inc. v. Pussycat Cinema, Ltd., 604 F.2d 200 (2d
Cir. 1979). Artic’s speed-up kit modifies Midway’s Galaxian
game in such a way as to make it considerably more difficult,
for the unskilled player in particular. It is very possible, if not
likely, that that will discourage those individuals from playing
Midway’s video games, and so reduce the overall demand for
plaintiff's games as a whole. Such damages would be impossi-
ble to measure in monetary terms.
III. Balance Of Hardships
If this preliminary injunction does not issue, Midway's sub-
stantial investment in Galaxian and Pac-Man, two extremely
rqnular wider games. will he ieqnandized On the nther. hand
Artic’s president has testified that Artic has a substantial
business in the sale of integrated circuits, that the speed-up kit
is not a substantial part of Artic’s business, and that Artic sells
ofa
printed circuit boards for about thirty different games. In view
of that, the court finds that the balance of hardships clearly
favors issuing an injunction. See Vidway Manufacturing Co.
v. Drikschneider, supra, slip op. at 20.
IV. The Public Interest
The Copyright Act evidences a public interest in creativity
by demonstrating an intent to provide an economic reward for
creative expression. By granting an injunction here, the court
would be furthering that interest by rewarding plaintiffs de-
velopment and dissemination of new video games. The court
can conceive of no public interest that is furthered by allowing
defendant to continue to distribute and sell its infringing mate-
rial.
V. Conclusion
For the reasons stated above, the court finds that plaintiff
has successfully demonstrated that all elements necessary for
issuing a preliminary injunction are present in this case.
Therefore, plaintiff's motion for preliminary injunction is
granted, and defendant’s motion for summary judgment on
copyright issues is denied. Defendant Artic and its agents and
servants are hereby preliminarily enjoined from selling,
marketing, distributing, or otherwise disposing of the items
found in this opinion to infringe plaintiff Midway’s copyrights
in the Galaxian and Pac-Man video games, and defendant is
preliminarily enjoined from inducing others to infringe those
copyrights. Plaintiff will prepare an appropriate order to sub-
mit to the court, and at that time, bond will be fixed.
ENTER:
s/ Bernard M. Decker
BERNARD M. DECKER
United States District Judge
DATED: March 10, 1922.
38a
APPENDIX C
DISTRICT COURT, N.D. ILLINOIS
No. 80 C 5863
Decided June 2, 1981
Mipway Mrs. Co.
v. ARTIC INTERNATIONAL, INC.
Decker, District Judge.
Plaintiff Midway Mfg. Co. sells certain electronic games
including Galaxian and Pac-Man. Defendant Artic Internation-
al, Inc., sells and manufactures electronic components.
Allegedly, Artic has recently begun to sell electronic devices
that are intended to simulate Midway’s Galaxian and Pac-Man
games as well as devices that are designed to be inserted into
Midway’s Galaxian game to speed up and otherwise alter the
play of the game (hereinafter speed-up kits).
Plaintiff filed this suit against Artic for copyright infringe-
ment, trademark infringement, violations of the Lanham Act
and for various unfair competition violations under I]linois law.
Defendant has counterclaimed, alleging, inter alia, violations
of the antitrust laws. Currently pending are the following
motions:
(1) Defendant’s motion—
for partial summary judgment, to dismiss the com-
plaint,
to strike plaintiffs amended motion for a preliminary
injunction,
to strike superfluous material from the amended
complaint, and
two motions for sanctions.
39a
(2) Plaintiffs motions—
for leave to file a second amended and supplemental
complaint, and
to compel discovery under Rule 37.
Plaintiff asserts that the Galaxian game is housed in a
cabinet containing electronic circuitry. The circuitry in turn
produces the visual images of the game on a television picture
tube. The visual images that are presented on the screen
appear in two modes. The first mode is the “attract” mode. It
appears prior to the commencement of the game and visually
summarizes the game. This mode consists of a fixed sequence
of images that play in a “loop” of approximately one minute’s
duration.
The second mode is the “play” mode, which begins when a
coin is deposited in the machine and the start button is pushed.
During this mode, the images on the screen respond in some
degree to the player’s movement of the hand controls on the
cabinet.
The object of the Galaxian game is to “destroy” a convoy of
“aliens” which continually shifts from side to side on the
screen. The aliens in the convoy are of a variety of ranks and
colors. Throughout the game, aliens break off from the convoy
and swoop down to “bomb” a “flagship” that is controlled by the
player. The player's score is measured by the number and rank
of aliens destroyed.
Allegedly, Midway has recently acquired rights to a game
entitled Pac-Man. This is a maze game wherein a cartoon-like
figure controlled by the player attempts to devour adversaries
moving through the maze before the player controlled figure is
destroyed by its opponents. Like Galaxian, Pac-Man has both
an attract and play mode.
Plaintiff's Motion for Leave to File a Second Amended and
Supplemental Complaint and Related Motions.
On October 31, 1980, plaintiff filed its complaint alleging that
defendant had infringed the copyrights in the Galaxian game.
40a
On December 10, 1980, plaintiff, with leave of court,’ filed an
amended and supplemental complaint. This filing generated
two motions on the part of the defendant (defendant's motion
to strike plaintiffs motion for preliminary injunction (1/5/81);
and defendant’s motion to strike superfluous material from
amended * * * complaint (4/7/81).
The amended and supplemental complaint contained allega-
tions concerning defendant's alleged infringement of the Pac-
Man game. The original complaint did not contain such allega-
tions. Defendant answered the allegations of the amended
complaint, including those relating to Pac-Man on December
30, 1980. Defendant never objected to the filing of the amended
and supplemental complaint. Defendant now objects to the
filing of the second amended complaint on several grounds.
In Forman v. Davis, 371 U.S. 178 (1962), the Supreme Court
reiterated the philosophy of Rule 15 that amendments of the
pleadings are to be freely granted, even after the original
complaint has been dismissed. If the underlying facts relied
upon by a plaintiff may be the proper subject of relief, he ought
to be afforded an opportunity to test his claim on the merits.
‘Defendant contends that the amended and supplemental com-
plaint was filed without leave of the court. Such an assertion is simply
untrue. On December 9, 1980, at motion call before this court with
both plaintiff's and defendant's attorneys present, plaintiff's counsel
informed the court that he intended to file an amended complaint on
December 10, 1980. This court inquired how the amended complaint
changed the cause of action. Plaintiffs counsel replied in part: “It
*** adds a count of copyright infringement of another copyright
which has issued since the original complaint was filed * * *” The
court replied: “It is a supplement to that extent, I guess?” Plaintiff's
counsel stated, “Yes, it is, your Honor.” The court then ordered
defendant twenty days from the 10th of December to file an answer to
the amended and supplemental complaint. During that time, and
indeed up to the present motion, defendant never once asserted that
plaintiff failed to receive leave of court to file the amended and
supplemental complaint.
dla
With these liberal principles in mind, the court must attempt to
sort out the confused state of the pleadings.
There can be little doubt that plaintiff is entitled to file his
second amended complaint. The only objection defendant has
to the second amended complaint is that in the prayer for relief
for Count I, it adds a specific reference to Pac-Man. The
amended and supplemental complaint, paragraphs 12-23,
made specific allegations, which defendant answered, concern-
ing Pac-Man. Thus, instead of relying on a general prayer for
relief, plaintiffs now ask for specific relief concerning Pac-Man.
The first amended and supplemental complaint gave defendant
adequate notice that defendant's alleged infringement of the
Pac-Man copyright is at issue in that case. Defendant still
objects to the filing of this second amended and supplemental
complaint on a number of grounds.
Defendant argues that plaintiff cannot amend his complaint
because Rule 15(d) only allows the presentation of subsequent
matter relating to the claim presented in the original pleading.
3 Moore’s Federal Practice € 15.16[{1]. Defendant argues that
since the original complaint and the amended complaint did not
refer to Pac-Man, plaintiff cannot now amend his complaint to
refer to Pac-Man.°
First, the court notes that defendant never attacked the
adequacy of the first amended and supplemental complaint on
this ground. Thus, the question is not the adequacy of the first
amended and supplemental complaint, but rather whether
plaintiff should be given leave to amend the amended and
supplemental complaint.
? Moreover, even if defendant had made this objection to the first
amended and supplemental complaint, it is doubtful that it would
have succeeded. Most of the cases cited by defendant were overruled
by the 1963 amendment to F. R. Civ.P. 15(d). See, 3 Moore’s Federal
Practice € 15.16(2) and (3).
42a
Rule 15(d) only applies when a complaint seeks to add events
which “happened since the date of the pleadings sought to be
supplemented.” F.R.Civ.P. 15(d). The pleading sought to be
supplemented in this action was filed on December 10, 1980.
None of the events alleged in the second amended and sup-
plemental complaint occurred after December 10, 1980. Thus.
Rule 15(a) and not 15(d) governs disposition of the question
here.
Defendant argues that plaintiff has waited four months to
seek leave to file this complaint and that the doctrine of laches
prevents him from filing it now. Specifically, defendant claims
that he thought this litigation was limited to Galaxian and to its
prejudice only took discovery on the Galaxian issue.
Defendant’s argument overlooks the fact that the first
amended and supplemental complaint gave defendant notice of
the Pac-Man claim. Defendant claims that it did not, since it
omitted specific reference to Pac-Man in its prayer for relief. It
is settled law in this Circuit, however, that if“the appellant has
stated a cause of action for any relief, it is immaterial what he
designates it or what he asked for in his prayer; the court will
grant him the relief to which he is entitled under the facts
pleaded.” Kansas City, St. L. & C.R. Co. v. Alton R. Co., 124
F.2d 780, 783 (7th Cir. 1941). And as one court in this district
has stated, “A court of equity is not limited by the precise
demands of the pleadings, especially where the pleadings con-
tain prayers for such other relief as this Court may deem just
and appropriate.” Chicago & Eastern Illinois Railroad Co. v.
Illinois Central Railroad Co., 261 F.Supp. 289, 307 (N.D.III.
1966). Defendant should have been aware since December 10,
1980, that Pac-Man was at issue in this case. Consequently, it
can claim no prejudice or lack of diligence on the part of plain-
tiffs counsel. Consequently, plaintiffs motion for leave to file a
second amended and supplemental complaint is granted.
This decision largely resolves three other motions. First,
defendant moved to strike all reference in the amended and
supplemental complaint to Pac-Man because the complaint
43a
made no reference to Pac-Man in the prayer for relief. Because
the court has granted plaintiff leave to amend that complaint,
that motion is now moot.
Additionally, defendant's motion to strike the plaintiffs
second motion for a preliminary injunction must be denied. On
December 8, 1980, plaintiff served and noticed up a motion fora
preliminary injunction. On December 9, 1980, the court set a
briefing schedule on that motion. On December 10, 1980, de-
fendant was served with an amended and supplemental com-
plaint. The court and defendant had notice that an amended
complaint was going to be filed. On December 23, without
noticing up the motion, plaintiff filed an amended motion for
preliminary injunction for the purpose of conforming the relief
sought in the preliminary injunction to the facts pleaded in the
amended complaint. Along with the amended motion for pre-
liminary injunction, plaintiff filed a memorandum in support of
his motion and several documents in accordance with the brief-
ing schedule.’
Defendant contends that because the amended motion for
preliminary injunction was not noticed up, it should be strick-
en. This argument brings new meaning to the word technical-
ity. While it may be true that it would have been the safer
course of action to present the amended motion in court with
proper notice, there was no reason, other than avoiding the
present dispute for doing so. The court had given plaintiffleave
to file a memorandum in support of its motion for preliminary
injunction to be due on December 23. Since the amended mo-
tion was being filed pursuant to the briefing schedule and was
not presented in open court, there was no reason to notice up
the motion. Moreover, the amended motion only differs from
the original motion in that it seeks broader relief. No purpose
would be served, under these circumstances, in striking this
‘While some of these documents were evidently incomplete, plain-
tiff later furnished defendant with a complete set of the documents.
dda
motion only to have plaintiff re-present in open court
tomorrow.
Defendant's second argument for striking the second motion
for a preliminary injunction is that it seeks broader relief than
the amended and supplemental complaint. While this argu-
ment lacks merit in light of the principles stated in Kansas
City, supra, and Chicago & Eastern Illinois Railroad, supra,
the filing of the second amended and supplemental complaint
now moots the argument. The prayers for relief in the com-
plaint and the preliminary injunction are now identical. Con-
sequently, defendant’s motion to strike plaintiff's amended
motion for a preliminary injunction is denied. Defendant is
ordered to respond to plaintiff's motion for a preliminary in-
junction in seven days, plaintiff is given seven days thereafter
to reply.
Allowing plaintiff to file a second amended and supplemental
complaint also resolves many of the discovery disputes in this
case. Plaintiff has moved to compel discovery pursuant to Rule
37. Defendant objected to discovery of documents related to
Pac-Man on the grounds that they are not relevant. In light of
the second amended and supplemental complaint, this objec-
tion must be overruled. Documents relating to Pac-Man are
indeed relevant to this litigation and must be produced.
Unfortunately, other discovery disputes still remain. Plain-
tiff has made the following discovery requests:
13. All communications with customers or prospective
customers —— to the sale or offering for sale of (a)
memory boards which are offered for sale for the purpose
of oe up a Galaxian video game, (b) printed circuit
boards, otherwise known as “mother s” which may
be used to construct either a GALAXIAN or PAC-MAN
video game.
17. Copies of all sales invoices or other records of the
sales of (a) memory boards which are advertised to speed
up a GALAXIAN video game, or (b) printed circuit
boards, otherwise known as “mother boards,” construct
GALAXIAN or PAC-MAN video game, the sales invoices
45a
or other records including but not limited to the sales
made at the AMOA Show in Chicago, Illinois on October
31, November 1, and November 2, 1980.
There can be no doubt that these documents are relevant.
Aside from being relevant to the question of damages, the
records will aid in identifying which of defendant's customers
would be likely to have knowledge of the representations
which defendant allegedly made in the sales of its products.
These representations are relevant to plaintiff's claims that
defendant has induced others to infringe plaintiff's rights in
Galaxian and Pac-Man video games. Consequently, defendant
is ordered to produce these documents.
There remains one final discovery dispute. Plaintiff has
moved to compel the defendant to produce previously marked
physical deposition exhibits at the depositions of defendant and
its employees which were scheduled for May 12, 1981. These
deposition exhibits were marked for identification in a deposi-
tion taken on December 18 and 19, 1981. The exhibits are
located in defendant’s counsel's office in Chicago. The deposi-
tion is to take place in New Jersey. Plaintiff has offered and
continues to offer to pay for the transportation of these ex-
hibits to and from the depositions. Defendant has offered to
allow plaintiff to photograph the exhibits, but plaintiff con-
tends that such photographs would be insufficient for use at the
depositions.
Defendant opposes the transportation of goods on two
grounds. First, defendant argues that it has already produced
the exhibits once and that Rule 34 does not require it to
produce the same exhibit twice. Defendant cites no authority
for such an interpretation of the Rule. These exhibits will be
necessary for use in the depositions. Pictures of complicated
electronic equipment will not suffice for explanatory purposes.
That the same exhibits are required at several depositions does
not alter this result.
Defendant also argues that the goods are very fragile and
that shipment may cause damage to them. The goods are worth
46a
approximately $3,000-3$4,000. This problem is easily solved if
plaintiff agrees to insure the goods for their worth. If plaintiff
agrees to insure the goods for their transportation to and from
the depositions, defendant must produce them. If plaintiff
refuses to insure the goods or promise to pay for any damage
caused by their transportation, there is no obligation to pro-
duce the exhibits. As well, plaintiff will bear the cost of trans-
portation.
Defendant's Motion for Partial Summary Judgment
This motion has generated a total of five lengthy briefs. The
theory of this motion appears to shift every time defendant
files another brief. When the court must apply legal principles
to new areas of technology, it always appreciates briefs which
clarify the issues in dispute. Unfortunately, these briefs only
obscure the issues in this case. Nevertheless, the court will
attempt to deal with the arguments presented in this motion.
Defendant has asked this court to find that “the manufac-
ture, sale and distribution of its speed up kit * * * is not an
infringement of any valid copyright of the plaintiff and is not an
infringement of either Copyright Registration Numbers PA
59-977 or PA 68-323.” Thus, the motion seeks, in the context of
this case, very limited relief.
Plaintiffs copyright registrations are directed to the “play
mode” and “attract mode” of the audio visual performance of
plaintiffs “Galaxian Game.” Under 17 U.S.C. § 401(c), the
certificate of a registration constitutes prima facie evidence of
the validity of the copyright and of the facts stated in the
certificate.
Plaintiff asserts that the sale by defendant of its speed up
kits violates two of its exclusive rights under 17 U.S.C.
§ 106(2) and (4). Specifically, § 106(2) and (4) give the owner of
a copyright the exclusive right “to prepare derivative works
based upon the copyrighted work;” and “in the case of * * *
audiovisual works, to perform the copyrighted work publicly.”
A derivative work is defined under § 101 as “a work based upon
47a
one or more pre-existing works, such as * * * any * * * formin
which a work may be recast, transformed or adapted. A work
consisting of * * * elaborations, or other modifications, which,
as a whole, represent an original work of authorship, is a
derivative work.”
Plaintiff's theory of infringement is apparently as follows:
Plaintiff has designated a certain game which consists of cer-
tain audio visual images. Plaintiff has copyrighted these audio
visual images. Defendant sells a speed up kit which, when
attached to plaintiff's machine by a third party, modifies those
audio visual images. The new audio visual images, however,
are similar to and incorporate the pre-existing copyrighted
audio visual work. Thus, plaintiff claims that by marketing the
speed up kit, defendant has induced others to prepare deriva-
tive works of plaintiff's copyrighted work by using speed up
kits, and has also induced others to perform distortions of
plaintiff's Galaxian game by using the speed up kits. Several
courts have held, contrary to defendant's assertions, that
there does exist a cause of action for contributory infringe-
ment. See, Gershwin Publishing Corp. v. Columbia Artists
Management, Inc., 443 F.2d 1159, 1162, 170 USPQ 182, 184-
185 (2d Cir. 1971); Universal Studios, Inc. v. Sony Corp., 480
F. Supp. 429, 203 USPQ 656 (C.D.Cal. 1979).
Defendant's arguments for partial summary judgment can
be grouped into three major categories. First, defendant notes
that when plaintiff applied for its copyrights, it submitted two
video tapes of Galaxian being played. Defendant contends that
plaintiff's copyright should be limited in scope to those two
videotapes, and that, whatever else it may have done, defend-
ant has not copied or induced others to copy these tapes.
Defendant’s second argument is that persons who use the
disputed device are not “copying” Galaxian, and, as a result, it
cannot be a “contributory” infringer. Finally defendant argues
that the defense of unclean hands bars plaintiff from recover-
ing on its copyright claims. Each argument is considered in
turn.
48a
1. Scope Of The Copyright.
There is a great deal of debate in the briefs as to what the
copyright covers. When plaintiff applied for its copyright, it
submitted two video tapes of the game Galaxian being played.
As previously noted, defendant contends that plaintiff's copy-
right is limited to these movies. Plaintiff has suggested that
the copyright extends to the game itself. Finally, it has been
urged, as a fallback position by both parties, that the copyright
extends only to the audio visual images that appear when
playing the game. The question of what the copyright covers
turns on disputed questions of material fact that must be
resolved at trial. For instance, the parties hotly dispute the
significance of the video tapes submitted to the Copyright
Office. While defendant contends that a video tape was sub-
mitted as a copy of the work, plaintiff contends that the video
tapes were only “identifying materials” and not a copy. See, 37
C.F.R. §§ 202.19(c)(6), 202.20(¢)(2)(ix) and 202.21(b). More-
over, the court does not presently have before it the video tape
and the game. Hence, differences between the two are im-
possible to comprehend on the present record.
Defendant asseris, however, that plaintiff is trying to use
the copyright to cover the game itself and that as a matter of
law, the copyright cannot cover the game. This contention
must be rejected. Professor Nimmer has noted:
“It is true that no copyright may be obtained in the system
or manner of playing a _ or in engaging g in any other
sporting or like activity. However, some limited copyright
protection is nevertheless av ailable in connection with
games. It would seem that a relatively minimal artistic
expression, if original, would render copyrightable labels
for games, as well as s the pattern or design en boards
x * *”
1 Nimmer on Copyrights § 2.18{H)[3]. Here, plaintiff may well
have copyrighted something akin to a “game board.” That this
“game board” is manifested on a television screen instead of
cardboard is of no consequence. Put another way, plaintiff has
apparently attempted to copyright the audio and visual ex-
49a
pressions of its game. Thus, for example, it may have copy-
righted the shape of the aliens, what they look like and how
they move. Certain other aspects of the game, of course,
cannot be copyrighted. For instance, plaintiff cannot copyright
the idea of setting aliens in outerspace and having them swoop
down on a flagship. Before ruling on the scope of the copyright,
however, the court must more fully understand, inter alia, the
events that transpired in the Copyright Office.
While defendant’s next argument regarding the scope of the
copyright is obscure, the contention deals with the require-
ment of § 102(a) that in order for copyright protection to exist,
the “original works of authorship [must be] fixed in any tangi-
ble medium of expression * * *"* Apparently, defendant
argues that “Galaxian” cannot be fixed because the movements
of the images on the screen are responsive to the movements of
the player. Thus, defendant argues that the only time the work
was fixed was when plaintiff submitted the two video tapes of
the game being played to the Copyright Office. Since plaintiff
admits that defendant never copied these movies, the argu-
ment goes, defendant cannot be guilty of copyright infringe-
ment.
The fixation requirement will be satisfied if the work can be
perceived “either directly or with the aid of a machine or other
device.” See, 1 Nimmer on Copyrights. § 2.03[B]. As the
House Report states:
“(I]t makes no difference what the form, manner, or
medium of fixation may be—whether it is in words, num-
bers, notes, sounds, pictures, or any other graphic or
symbolic indicia, whether embodied in a physical object in
written, printed, photographic, sculptural, punched,
‘7 U.S.C. § 101 provides: “A work is ‘fixed’ in a tangible medium of
expression when its embodiment in a copy * * * by or under 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.”
50a
magnetic, or any other stable form, and whether it is
capable of perception directly or by means of any machine
or device ‘now known or later developed’ * * * On the
other hand, the definition of ‘fixation’ would exclude from
the concept purely evanescent or transient reproductions
such as those projected briefly on a screen, shown
electronically on a television or other cathode ray tube, or
captured momentarily in the memory of a computer.”
The House Report on the Copyright Act of 1976, 94th Cong.,
2d Sess. p. 52-53.
Application of this definition to the present facts is depen-
dent upon the particular technology involved in producing the
“Galaxian” images. The court has insufficient competent evi-
dence of the technology involved to make the necessary
determination. One commentator has suggested that fixation
can occur in a television. 1 Nimmer on Copyrights, § 2.03 fn.
30. This would lend support to plaintiff's contention that the
work was fixed in the game itself the first time the game
produced the copyrighted audio-visual work. Conversely, if
the technology of the game is such that it merely produces
“transient reproductions” shown electronically on a cathode
ray tube, no fixation could occur. The question of whether
fixation occurred and in what tangible medium of expression, if
any, the work was fixed is a question of material fact that
cannot be resolved in this motion for summary judgment.
It should be noted, that the work was, at a minimum fixed in
the tapes submitted to the Copyright Office. If defendant is
inducing third parties to create a derivative work from the
copyrighted work in these tapes, a cause of action may be
stated.
Defendant’s further argument—that it did not copy these
tapes and consequently cannot be an infringer—cannot be
sustained on this record. First, as noted, fixation may have
occurred the first time the game was played; that is previous to
and independent of the deposit of the video tapes. Second, even
if fixation occurred with the deposit, defendant may have
viewed “copies” of the tapes of Galaxian, and induced others to
dla
prepare derivative works from those copies. Plaintiff does not
necessarily have to show that defendant viewed the particular
tapes submitted to the Copyright Office in order to state a
cause of action. It is the work that cannot be copied or incorpo-
rated and not the specific tangible expression on file in the
Copyright Office.” In sum, the question of fixation and the
scope of the copyright present questions of material fact, and
summary judgment on this theory would be inappropriate.
2. Lack Of Copying Or Inducement
Defendant argues that it has not copied plaintiffs work or
induced others to copy that work. Rather, defendant contends
that it produces a device which consumers desire and whether
the consumers put that device to a lawful or unlawful use is not
defendant’s concern. Plaintiff counters that an infringement
arises regardless of whether defendant itself has copied the
protected work. That is, it argues that the sale of the speed up
kits enables others to make and perform unauthorized altera-
tions of plaintiff's copyrighted material.
The court realizes that it is not dealing with an ordinary
copyright question. It seems clear that the framers of the
Copyright Act did not consider the specific problems raised by
advanced electronic games. Nevertheless, the Act reflects
certain policies and principles which control the question at
hand. The Supreme Court summarized the governing princi-
ples of the Act as follows:
“The copyright law, like the patent statutes, makes re-
ward to the owner a secondary consideration * * * How-
ever, it is intended definitely to grant valuable, enforce-
able
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