Marvin Glass & Associates v. De Luxe Topper Corp.

284 F. Supp. 558, 156 U.S.P.Q. (BNA) 553, 1967 U.S. Dist. LEXIS 11360
CourtDistrict Court, S.D. New York
DecidedSeptember 25, 1967
DocketNo. 67 Civ. 722
StatusPublished
Cited by3 cases

This text of 284 F. Supp. 558 (Marvin Glass & Associates v. De Luxe Topper Corp.) is published on Counsel Stack Legal Research, covering District Court, S.D. New York primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Marvin Glass & Associates v. De Luxe Topper Corp., 284 F. Supp. 558, 156 U.S.P.Q. (BNA) 553, 1967 U.S. Dist. LEXIS 11360 (S.D.N.Y. 1967).

Opinion

OPINION

BONSAL, District Judge.

Plaintiff Marvin Glass & Associates (Glass), the owner, of Patent No. 3,298,-692, “Game With Action Producing Components” (the patent), issued on January 17, 1967, and plaintiff Ideal Toy Corporation (Ideal), the exclusive licensee from Glass, sue the defendants, De Luxe Topper Corporation and De Luxe Reading Corporation, alleging that the game “Silly Safari,” sold by the defendants, infringes the patent. The game “Mouse Trap” is manufactured and sold by Ideal pursuant to its exclusive license under the patent.

Defendants move pursuant to Rule 56, F.R.Civ.P., for summary judgment dismissing the action on the ground that as a matter of law “Silly Safari” does not infringe the patent. Plaintiffs move pursuant to Rule 56(f), F.R.Civ.P., for a continuance of defendants’ motion so that they can have discovery which they contend is necessary to oppose defendants’ motion.

The patent contains three claims. Claim 1 is the broadest and reads as follows:

“A game comprising a game board including a track defining a plurality of stations and having a starting point, a plurality of game pieces for movement along said track from station to station in accordance with numbers selected by lot, a cage, a support for said cage adapted to maintain said cage and [sic] an elevated position above a particular one of said stations, and means adapted to be tripped and to initiate and perform a series of actions terminating in the dropping of said cage to cause said cage to enclose any game piece which may be on said particular station.” [Emphasis supplied.]

Claim 2 is substantially the same as claim 1 except that claim 2 defines the particular station referred to in claim 1 as a “cheese” station and specifies that the game pieces are “mouse simulating.” Claim 3 is substantially the same as claim 2 except that claim 3 specifies in detail the elements and operation of a “Rube Goldberg” type device that supports the cage and is designed to be “tripped” and to perform “a series of actions terminating in the dropping of said cage to * * * enclose and catch any mouse simulating game piece which may be on said ‘cheese’ station.”1

The game “Mouse Trap” is played on a game board which has printed on it a track composed of a series of stations including a starting point, a “cheese” space, and a “turn crank” space. There is a “Mouse Trap” in the center of the board which is a “Rube Goldberg” type action mechanism. The “Mouse Trap” is unassembled at the outset of the game and is assembled by the participants in the game as the game progresses. When the trap is assembled, a cage is suspended above the “cheese” space and the cage remains in that position throughout the game except when the trap is operated and the cage is dropped. A playing piece simulating a mouse is selected by each participant and the participants take turns moving the mice along the track from station to station. The number of spaces that a participant’s mouse is moved is determined by rolling a die. After the “Mouse Trap” has been assembled, a participant whose mouse lands on the “turn crank” space may turn the crank on the “Mouse Trap” to operate the trap and catch any participants’ mouse that is on the “cheese” space. A participant’s mouse can be caught only when it is on the “cheese” space. If the “Mouse Trap” operates properly the cage [560]*560drops and traps the mouse, eliminating the participant and his mouse from the game. If the trap does not operate properly, the cage does not trap the mouse and the mouse continues in the game. The winner of the game is the participant whose mouse remains on the board after all other mice have been caught.

The defendants’ game, “Silly Safari,” is also played on a game board which has printed on it a track composed of a series of “footprints” (stations), one of which is a starting point, and another of which is a finishing point. The track goes through five different “wild game regions,” e.g., “Lion Territory,” “Hippo Area,” “Elephant Country,” and in the five regions the participants in the game place simulated animals corresponding to the regions, e.g., simulated lions are placed in “Lion Territory”; simulated elephants are placed in “Elephant Country.” In the center of the board there is a turntable which can be rotated by hand, and a “Rube Goldberg” type action mechanism is mounted on the turntable. The action mechanism is made up of simulated animals and a simulated palm tree at the center of the turntable. A cage is suspended from the palm tree and is released when a participant in the game pushes the tail of a bird that is part of the action mechanism. The action mechanism is assembled by the participants before the game starts. A playing piece simulating a “foot” is selected by each participant, and the participants take turns moving the feet along the track from footprint to footprint. The number of spaces that a foot is moved is determined by rolling a die. When a participant’s foot lands on a footprint with a white dot, the participant rotates the turntable so as to place the cage in the action mechanism over one of the simulated animals in the region where the participant’s foot is located. The participant then pushes the bird’s tail, causing the cage to drop. If the cage covers a simulated animal, the participant removes the animal from the board. If the cage does not cover an animal, the participant must move his foot without getting another chance to catch an animal. The first participant whose foot lands at the finishing point ends the game and gets a bonus of two simulated animals. The participant who has the most animals at the end of the game is the winner.

Defendants contend they are entitled to summary judgment on the ground that the patent and the games are simple and can be understood without the aid of expert testimony, and that a comparison of “Silly Safari” with the patent shows there is no infringement as a matter of law. At oral argument in support of defendants’ motion, defendants’ attorney demonstrated the manner in which “Silly Safari” and “Mouse Trap” are played, pointing out the differences between the two games.2

Plaintiffs contend that “Silly Safari” infringes because it captures “the spirit and essence” of the patent and further contend that to oppose defendants’ motion it is necessary for them to have discovery, first of a principal of the defendants to determine who created, designed and engineered “Silly Safari,”3 and, second, of those persons who created, designed and engineered “Silly Safari” to determine:

a) the one or more ways in which “Silly Safari” may be played; b) the function of certain components in “Silly Safari”; c) whether the concept of “Silly Safari” and “Mouse Trap” are the same, and, d) whether “Silly Safari” was copied from “Mouse Trap”.

[561]*561For the following reasons, defendants’ motion for summary judgment is granted and plaintiffs’ motion is denied.

Defendants’ Motion for Summary Judgment

Although the question of whether a patent is infringed is often a question of fact (see, e.g., Nicholl, Inc. v. Schick Dry Shaver, Inc., 98 F.2d 511 (9th Cir.

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Bluebook (online)
284 F. Supp. 558, 156 U.S.P.Q. (BNA) 553, 1967 U.S. Dist. LEXIS 11360, Counsel Stack Legal Research, https://law.counselstack.com/opinion/marvin-glass-associates-v-de-luxe-topper-corp-nysd-1967.