Robin Antonick v. Electronic Arts, Inc.

841 F.3d 1062, 2016 U.S. App. LEXIS 20933, 2016 WL 6872072
CourtCourt of Appeals for the Ninth Circuit
DecidedNovember 22, 2016
Docket14-15298
StatusPublished
Cited by8 cases

This text of 841 F.3d 1062 (Robin Antonick v. Electronic Arts, Inc.) is published on Counsel Stack Legal Research, covering Court of Appeals for the Ninth Circuit primary law. Counsel Stack provides free access to over 12 million legal documents including statutes, case law, regulations, and constitutions.

Bluebook
Robin Antonick v. Electronic Arts, Inc., 841 F.3d 1062, 2016 U.S. App. LEXIS 20933, 2016 WL 6872072 (9th Cir. 2016).

Opinion

OPINION

HURWITZ, Circuit Judge:

In this case, the plaintiff claimed copyright infringement. But the contents of the copyrighted work and the allegedly infringing works were never introduced into evidence. The district court held that the claim failed as a matter of law. We agree, and affirm.

I. Background

Robin Antonick developed the computer code for the original John Madden Football game for the Apple II computer (“Apple II Madden”). Electronic Arts, Inc. (“EA”) released Apple II Madden in 1988. Apple II Madden, the first football video game with 11 players on each side, was an instant hit, the best seller of any sports video game of its time. Antonick subsequently programmed Madden games for the Commodore 64 and IBM-compatible computers (“IBM Madden”).

In 1989, Antonick began working for EA on Madden games for the Nintendo and Sega Genesis entertainment systems. But in August 1990, EA told him to stop— Nintendo was becoming obsolete, and EA had decided on a new direction for the Sega game, hiring Park Place Productions to create a version with “more of an arcade style.” In November 1990, EA released its first version of Sega Madden. In late 1991 or early 1992, EA released Antonick’s last Madden game, an update of IBM Madden.

Each year from 1992 to 1996, EA released Madden games for Sega Genesis and Super Nintendo (“Super Nintendo Madden”). The Madden games have remained incredibly lucrative, selling millions of copies and even attracting a loyal fan base among professional football players.

*1065 Antonick’s 1986 contract with EA defined “a custom computer software program known as John Madden Football” designed for the “Apple [II] Family of Computers” as the “Work,” and provided that Antonick would receive royalties on any “Derivative Work,” defined as “any computer software program or electronic game which ... constitutes a derivative work of the Work within the meaning of the United States copyright law.” Antonick received no royalties for Sega Madden or Super Nintendo Madden, which EA assured him were not Derivative Works.

In 2011, Antonick brought this diversity action against EA, seeking contract damages in the form of unpaid royalties for Sega Madden and Super Nintendo Madden. The district court bifurcated the trial. In Phase I, the jury found that the statute of limitations did not bar Antonick’s claims. Phase II involved the merits of Antonick’s claims. Antonick produced evidence that Park Place was rushed and inadequately staffed, and argued that it copied his code to meét 'the demanding deadline for the first Sega Madden. Anton-ick’s expert, Michael Barr, opined that Sega Madden was substantially similar to certain elements of Apple II Madden. In particular, Barr opined that the games had similar formations, plays, play numberings, and player ratings; a similar, disproportionately wide, field; a similar eight-point directional system; and similar variable names, including variables that misspelled “scrimmage.” 1 But neither the source code for Apple II Madden—the “Work”—nor the source code of any allegedly infringing works were introduced into evidence. Nor were images of the games at issue introduced. 2

Nonetheless, the jury found that the Sega Madden games were Derivative Works under the 1986 contract. The district court then granted judgment as a matter- of. law (“JMOL”) to EA, holding that Antonick had not provided sufficient evidence of copyright infringement, because neither the source code used for Apple II Madden nor Sega Madden was in evidence.

II. Discussion

A. The Sega Claims

Although this is a contract case, because'royalties are available to Antonick under the 1986 contract only for a derivative work of Apple II Madden “within the meaning of the United States copyright law,” he had to prove copyright infringement to prevail on his contract claims. Antonick was thus required to prove that EA “copied protected elements of the work.” Jada Toys, Inc. v. Mattel, Inc., 518 F.3d 628, 636 (9th Cir. 2008) (citations omitted). “Absent direct evidence of copying, proof of infringement involves fact-based showings that the defendant had ‘access’ to the plaintiffs work and that the two works are ‘substantially similar.’ ” Three Boys Music Corp. v. Bolton, 212 F.3d 477, 481 (9th Cir. 2000) (citation omitted).

“The Ninth Circuit employs a two-part test for determining whether one work is substantially similar to another.” Benay v. Warner Bros. Entm’t, Inc., 607 F.3d 620, 624 (9th Cir. 2010) (citation omitted).

[A plaintiff] must prove both substantial similarity under the “extrinsic test” and substantial similarity under the “intrin *1066 sic test.” The “extrinsic test” is an objective comparison of specific expressive elements. The “intrinsic test” is a subjective comparison that focuses on whether the ordinary, reasonable audience would find the works substantially similar in the total concept and feel of the works.

Id. (citations and question marks omitted). The district court granted JMOL to EA under the “intrinsic test” because “the jury had no evidence of Apple II Madden or Sega Madden as a whole to enable it to make this subjective comparison.”

• The district court was correct. An-tonick’s claims rest on the contention that the source code of the Sega Madden games infringed on the source code for Apple II Madden. But, none of the source code was in evidence. The jury therefore could not compare the works to determine substantial similarity. See Seiler v. Lucas-film, Ltd., 808 F.2d 1316, 1319 (9th Cir. 1987) (“There can be no proof of ‘substantial similarity 5 and thus of, copyright infringement unless Seiler’s works are juxtaposed with Lucas’ and their contents compared.”) (applying the best evidence rule in a copyright action); id. (“[Pjroof of the infringement claim consists of the works alleged to be infringed.”); accord Airframe Sys., Inc. v. L-3 Commc’ns Corp., 668 F.3d 100, 107 (1st Cir. 2011) (“Having presented no evidence sufficient to prove the content of its registered source code versions, Airframe cannot show that any of its registered works is substantially similar to the allegedly infringing M3 program.”); Gen. Universal Sys., Inc. v. Lee, 379 F.3d 131, 146 (5th Cir. 2004) (per curiam) (“Without providing its own source code for comparison, GUS did not satisfy the requirement that the infringed and infringing work be compared side-by-side.”).

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Bluebook (online)
841 F.3d 1062, 2016 U.S. App. LEXIS 20933, 2016 WL 6872072, Counsel Stack Legal Research, https://law.counselstack.com/opinion/robin-antonick-v-electronic-arts-inc-ca9-2016.