Midway Mfg. Co., an Illinois Corporation v. Artic International, Inc., a New Jersey Corporation

704 F.2d 1009, 218 U.S.P.Q. (BNA) 791, 9 Media L. Rep. (BNA) 1605, 1983 U.S. App. LEXIS 28945, 1983 WL 238918
CourtCourt of Appeals for the Seventh Circuit
DecidedApril 11, 1983
Docket82-1607
StatusPublished
Cited by42 cases

This text of 704 F.2d 1009 (Midway Mfg. Co., an Illinois Corporation v. Artic International, Inc., a New Jersey Corporation) is published on Counsel Stack Legal Research, covering Court of Appeals for the Seventh Circuit primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Midway Mfg. Co., an Illinois Corporation v. Artic International, Inc., a New Jersey Corporation, 704 F.2d 1009, 218 U.S.P.Q. (BNA) 791, 9 Media L. Rep. (BNA) 1605, 1983 U.S. App. LEXIS 28945, 1983 WL 238918 (7th Cir. 1983).

Opinion

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 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 them. 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 plaintiff’s video games, when inserted in place of one of the “Galaxian” machine’s circuit boards. Another of defendant’s circuit boards stores a set of images and sounds almost identical to that stored in the *1011 circuit boards of plaintiff’s “Pac-Man” video game machine 1 so that the video game people play on machines containing defendant’s circuit board looks and sounds virtually the same as plaintiff’s “Pac-Man” game.

Plaintiff sued defendant alleging that defendant’s sale of these two circuit boards infringes its copyrights in its “Galaxian” 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 injunction and denied defendant’s motion for summary judgment. The district court’s order enjoins defendant from manufacturing or distributing circuit boards that can be used to play video games substantially similar to those protected by plaintiff’s copyrights. Defendant appeals from that order on the ground that plaintiff has not shown a likelihood of succeeding 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 Copyright 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 equipment, together with accompanying sounds, if any, regardless of the nature of the material objects, such as films or tapes, in which the works are embodied. 17 U.S.C. § 101.

It is not immediately obvious 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 different 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 construed 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 legislative history of the Copyright Act of 1976 suggests 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, rather than to interpret those provisions narrowly and so force Congress periodically to update 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 speaking, the particular sequence of images that appears on the screen of a video game machine when the game is played is not 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 playing 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 different 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 *1012 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 rejected it. See 547 F.Supp. at 1008-1009. Plaintiff claims copyrights 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, so it matters not that those designs may be patentable.

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704 F.2d 1009, 218 U.S.P.Q. (BNA) 791, 9 Media L. Rep. (BNA) 1605, 1983 U.S. App. LEXIS 28945, 1983 WL 238918, Counsel Stack Legal Research, https://law.counselstack.com/opinion/midway-mfg-co-an-illinois-corporation-v-artic-international-inc-a-ca7-1983.