Atari, Inc. v. Amusement World, Inc.

547 F. Supp. 222, 215 U.S.P.Q. (BNA) 929
CourtDistrict Court, D. Maryland
DecidedNovember 27, 1981
DocketCiv. Y-81-803
StatusPublished
Cited by15 cases

This text of 547 F. Supp. 222 (Atari, Inc. v. Amusement World, Inc.) is published on Counsel Stack Legal Research, covering District Court, D. Maryland primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Atari, Inc. v. Amusement World, Inc., 547 F. Supp. 222, 215 U.S.P.Q. (BNA) 929 (D. Md. 1981).

Opinion

MEMORANDUM OPINION AND ORDER

JOSEPH H. YOUNG, District Judge.

Atari, Inc., holder of a copyright on the electronic video game “Asteroids,” seeks to *224 enjoin defendants Amusement World, Inc., and its president Stephen Holniker, from manufacturing or distributing any product in violation of plaintiff’s copyright.

In October, 1979, plaintiff Atari, introduced “Asteroids,” a video game in which the player commands a spaceship through a barrage of space rocks and enemy spaceships. Plaintiff has sold 70,000 copyrighted “Asteroids” games for a total of $125,000,-000, making “Asteroids” the largest-selling video game ever (not counting sales in Japan).

Defendant Amusement World, Inc., is a small closely-held corporation employing a total of five people. Its business has consisted largely of repair work on coin-operated games, but recently it has attempted to enter the lucrative video business by producing and distributing a video game called “Meteors.”

On March 13, 1981, plaintiff first became aware that defendants were selling “Meteors,” which plaintiff alleges is substantially similar to “Asteroids.” On March 18, 1981, plaintiff sent defendants a cease and desist letter, which defendants have ignored. Plaintiff then filed suit and now seeks injunctive relief.

THE GAMES

Each of the two video games is contained in a cabinet with a display screen and a control panel for the player. The course of the game is controlled by a computer program, which has been chemically implanted in printed circuit boards inside the cabinet. When no one is playing the game, the machine is in the so-called “attract mode,” in which there appears on the display screen an explanation of the game and/or a short simulated game sequence, which is intended to attract customers. Placing a coin in the machine causes it to go into “play mode,” in which the computer program generates scenes of dangerous situations, to which the player responds by pressing various buttons on the control panel.

The principle of the two games is basically the same. The player commands a spaceship, represented by a small symbol that appears in the center of the screen. During the course of the game, symbols representing various sized rocks drift across the screen, and, at certain intervals, symbols representing enemy spaceships enter and move around the screen and attempt to shoot the player’s spaceship. Four control buttons allow the player to rotate his ship clockwise or counterclockwise, to move the ship forward, and to fire a weapon. A variety of appropriate sounds accompany the firing of weapons and the destruction of rocks and spaceships.

Many of the design features of the two games are similar or identical. In both games:

(1) There are three sizes of rocks.
(2) The rocks appear in waves, each wave being composed initially of larger rocks.
(3) Larger rocks move more slowly than smaller ones.
(4) When hit, a large rock splits into two medium rocks, a medium rock splits into two small ones, and a small rock disappears.
(5) When a rock hits the player’s spaceship, the ship is destroyed.
(6) There are two sizes of enemy spaceships.
(7) The larger enemy spaceship is an easier target than the smaller one.
(8) The player’s ship and enemy ships shoot projectiles.
(9) When a spaceship’s projectiles hit a rock or another ship, the latter is destroyed immediately.
(10) The destruction of any rock or spaceship is accompanied by a symbol of an explosion.
(11) When an enemy spaceship is on the screen, the player hears a beeping tone.
(12) There is a two-tone beeping noise in the background throughout the game, and the tempo of this noise increases as the game progresses.
(13) The player gets several spaceships for his quarter. The number of ships remaining is displayed with the player’s score.
*225 (14) The score is displayed in the upper left corner for one player and the upper right and left corners for two players.
(15) The control panels are painted in red, white, and blue.
(16) Four control buttons from left to right, rotate the player’s spaceship counter-clockwise, rotate it clockwise, move it forward, and fire the weapon.
(17) When a player presses the “thrust” button, his spaceship moves forward and when he releases the button the ship begins to slow down gradually (although it stops more quickly in “Meteors”).
(18) The player gets an extra spaceship if he scores 10,000 points.
(19) Points are awarded on an increasing scale for shooting (a) large rock, (b) medium rock, (c) small rock, (d) large alien craft, (e) small alien craft.
(20) When all rocks are destroyed a new wave of large rocks appears.
(21) Each new wave of rocks has progressively more large rocks than the previous waves to increase the challenge of the game.
(22) A general overhead view of the battle field is presented.

There are also a number of differences between the games:

(1) “Meteors” is in color, while “Asteroids” is in black and white.
(2) The symbols for rocks and spaceships in “Meteors” are shaded to appear three-dimensional, unlike the flat, schematic figures in “Asteroids.”
(3) The rocks in “Meteors” appear to tumble as they move across the screen.
(4) “Meteors” has a background that looks like distant stars.
(5) At the beginning of “Meteors,” the player’s spaceship is shown blasting off the earth, whereas “Asteroids” begins with the player’s spaceship in outer space.
(6) The player’s spaceship in “Meteors” rotates faster.
(7) The player’s spaceship in “Meteors” fires faster and can fire continuously, unlike the player’s spaceship in “Asteroids,” which can fire only bursts of projectiles.
(8) The pace of the “Meteors” game is faster at all stages.
(9) In “Meteors,” after the player’s spaceship is destroyed, when the new spaceship appears on the screen, the game resumes at the same pace as immediately before the last ship was destroyed; in “Asteroids” the game resumes at a slower pace.

The necessary elements for copyright infringement have been stated succinctly in 3 Nimmer, The Law of Copyright, § 13.01:

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547 F. Supp. 222, 215 U.S.P.Q. (BNA) 929, Counsel Stack Legal Research, https://law.counselstack.com/opinion/atari-inc-v-amusement-world-inc-mdd-1981.