WEBVTT - TechStuff Classic: The Biggest Lawsuits in Gaming History

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and Holdna Tech Are you. We're going to listen to

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<v Speaker 1>a classic episode of tech Stuff. This one originally published

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<v Speaker 1>on April. It is called the Biggest Lawsuits in Gaming History. Enjoy.

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<v Speaker 1>So these two lawsuits have atari in common as as

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<v Speaker 1>one of the the the participants in said suits, and

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<v Speaker 1>I as I'm so glad you're here to explain not

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<v Speaker 1>just what happened and what are the particulars of the case,

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<v Speaker 1>but why it's important because both of these cases took

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<v Speaker 1>place fairly early on in the era of home video

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<v Speaker 1>games and as a result, would end up really shaping

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<v Speaker 1>the way video games are treated under a copyright law. Yeah. So,

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<v Speaker 1>for those who don't know, I went to law school,

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<v Speaker 1>I graduated, I passed the Barn, New York, States, and

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<v Speaker 1>immediately got a job in technology. Ended up doing that

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<v Speaker 1>for the rest of my career. Um, and so there's

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<v Speaker 1>there's there's a long history of why I became a lawyer.

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<v Speaker 1>You know, parents in first generation American like be be

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<v Speaker 1>a lawyer, or doctor. So the game a law degree. Um,

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<v Speaker 1>and I took intellectual property in school and these cases,

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<v Speaker 1>the ones that we're gonna talk about, were presented to

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<v Speaker 1>me back to back and it was just maddening to

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<v Speaker 1>try to figure out the differences why one case went

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<v Speaker 1>one way and went why one another. And we'll get

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<v Speaker 1>all into that. But I'm really kicking myself because I

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<v Speaker 1>used to have my my books, my notebooks. I'm like,

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<v Speaker 1>I'll never need my briefs anymore, so I chucked them out.

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<v Speaker 1>And so here we go talking about two cases that

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<v Speaker 1>I learned a long time ago. So uh, if there

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<v Speaker 1>are any errors, I apologize. But we have looked over

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<v Speaker 1>the cases of several times day personally, and I've looked

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<v Speaker 1>at two or three times today and written up notes. Again.

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<v Speaker 1>I printed out one of them the right notes, because

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<v Speaker 1>that's how I used to do it back in the day,

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<v Speaker 1>to the point to the point where you have hard

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<v Speaker 1>copy in front of you, I literally have my penciled

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<v Speaker 1>out notes all over based on book briefs, which I

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<v Speaker 1>used to do when I was in school. Wow. So

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<v Speaker 1>the first of the two cases we're talking about, and

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<v Speaker 1>as I has pointed out, these have to do with

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<v Speaker 1>intellectual property with copyright, which is a tricky subject, right Well,

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<v Speaker 1>I've talked about several times on tech stuff, and in general,

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<v Speaker 1>copyright is about making sure someone who creates a work

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<v Speaker 1>of some sort that's in a fixed tangible medium has

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<v Speaker 1>some sort of protection that that you don't have to

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<v Speaker 1>worry about, or rather you have some recourse if someone

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<v Speaker 1>were to try and copy that work you could pursue

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<v Speaker 1>action against them based upon the copyright. It gives you

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<v Speaker 1>that that level of protection, and anything that you set

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<v Speaker 1>down in a fixed tangible medium technically is protected by copyright.

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<v Speaker 1>Registering a copyright, however, is a great idea because then

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<v Speaker 1>there's an official record of said copyright if you should

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<v Speaker 1>ever have cause to, you know, bring that up in court. Um.

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<v Speaker 1>This is one of those things where it really only

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<v Speaker 1>plays out as soon as there is is either a

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<v Speaker 1>lawsuit or the threat of a lawsuit. Otherwise it's kind

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<v Speaker 1>of a it's it's kind of in the background. And

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<v Speaker 1>the first case that we wanted to talk about was

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<v Speaker 1>Atari versus Amusement World, which sounds like the most fun

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<v Speaker 1>lawsuit ever. It definitely does the cases from way back,

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<v Speaker 1>and it was the U. S. District Court in Maryland,

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<v Speaker 1>and uh, it's pretty simple ideas. So we have two

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<v Speaker 1>different companies. We've gotta tar they held the copyright for Asteroids.

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<v Speaker 1>You guys probably heard that game. You've probably seen it,

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<v Speaker 1>you know the saying asteroids. I'm sure you guys have

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<v Speaker 1>a picture in your head. There's a little triangular ship

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<v Speaker 1>and there and their rocks flying at you and you

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<v Speaker 1>blow them up right right until you get blown up

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<v Speaker 1>by either a rock or one of the few little

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<v Speaker 1>enemy spaceships that would occasionally pop up. Yeah. So another

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<v Speaker 1>company called Amusement World, which again is a great name,

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<v Speaker 1>it's not as creative as Atari as that. When I

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<v Speaker 1>listened to the three partner on its are finding out

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<v Speaker 1>where the names came from, I'm like, this is pretty

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<v Speaker 1>awesome to hear. Um. So these guys basically saw the

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<v Speaker 1>idea and they're like, we could make our own game.

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<v Speaker 1>And uh, one of the big things that you're gonna

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<v Speaker 1>get out of this case is that you can't. You

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<v Speaker 1>can't have a monopoly on an idea. So they are

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<v Speaker 1>free to make a game. But as Ali saw this

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<v Speaker 1>game and they're like, wait a second, it's Trangler ship.

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<v Speaker 1>You're blown up rocks, you're totally stealing our stuff and

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<v Speaker 1>we're suing you, right. And another thing to keep in

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<v Speaker 1>mind is this is early enough in the in the

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<v Speaker 1>era of video games that the court had not fully

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<v Speaker 1>decided that video games were something you could totally copy. Right.

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<v Speaker 1>In fact, in the other case we're gonna talk about,

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<v Speaker 1>there's a note in the court's decision that says the

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<v Speaker 1>video games are not something you can fully copyright. But

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<v Speaker 1>there are elements of copyright protection that do extend to

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<v Speaker 1>video games, and it gets into particulars that we're probably

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<v Speaker 1>not going to cover in this in this podcast, but

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<v Speaker 1>just to say that this was kind of a wild

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<v Speaker 1>West era of both the home video game industry and

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<v Speaker 1>of law because technology had outpaced what the legal system

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<v Speaker 1>was ready to cover. And we see that again and again,

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<v Speaker 1>not just in video games obviously, but in all realms

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<v Speaker 1>of technology and law. You see that with things like

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<v Speaker 1>the autonomous cars coming out and people saying, wait a minute,

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<v Speaker 1>how do we what sort of legislation do we need

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<v Speaker 1>to put up to deal with this new reality of technology,

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<v Speaker 1>And it just turns out that, you know, the law

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<v Speaker 1>is something that has to catch up to our changing world. Uh,

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<v Speaker 1>And in this case, you know we had we had

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<v Speaker 1>an interesting uh case brought forth by Atari saying here

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<v Speaker 1>are some of the things that we say, are the

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<v Speaker 1>similarities between our game and this other game called Meteors

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<v Speaker 1>Asteroids and Meteors. I mean already just just with the names.

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<v Speaker 1>You're like, guys, maybe we should come up with a different,

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<v Speaker 1>you know, title, But they court identified a bunch of

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<v Speaker 1>multiple points of similarity. Now, in cases of trying to

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<v Speaker 1>determine whether an author has plagiarized another author, for example,

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<v Speaker 1>often courts will ask for some third party, preferably a

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<v Speaker 1>a the third party that has no interest in the

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<v Speaker 1>outcome of the case, to identify any points of similarity

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<v Speaker 1>and then give his or her opinion as to whether

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<v Speaker 1>or not the points of similarity indicate a case of plagiarism,

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<v Speaker 1>or if, in fact, it could have just been coincidence, because,

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<v Speaker 1>as we're all aware, different people can come up with

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<v Speaker 1>similar ideas that around the same time, and it's not

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<v Speaker 1>always a case of of plagiarism. So here are some

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<v Speaker 1>of the points of similarity. Both games involved the player

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<v Speaker 1>shooting and destroying rocks, and in both games there are

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<v Speaker 1>actually three different sizes of rocks. Those rocks would appear

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<v Speaker 1>in waves, with the initial waves being composed of bigger rocks.

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<v Speaker 1>When you shoot them, they would break into medium sized rocks.

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<v Speaker 1>Medium sized rocks would break into small rocks. Small rocks

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<v Speaker 1>would disappear when you shot them, and the speed of

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<v Speaker 1>the rocks would depend upon their size, so large rocks

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<v Speaker 1>move more slowly than small ones. So as you're spinning

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<v Speaker 1>around with your little ship in both Asteroids and Meteors,

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<v Speaker 1>as you shoot these rocks, they start getting smaller and

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<v Speaker 1>they start moving faster, so you know, you develop your

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<v Speaker 1>strategy around that. Uh. And in both if you got

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<v Speaker 1>hit by a rock game over right, or at least

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<v Speaker 1>your your player life for that one ended, you would

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<v Speaker 1>usually get multiple lives per game. Um. And both games

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<v Speaker 1>had enemy spaceships and UH. The enemy spaceships came in

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<v Speaker 1>two different sizes for both games. The bigger ones were

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<v Speaker 1>worth fewer points than the smaller ones, the idea being

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<v Speaker 1>that the smaller ones are harder to hit, therefore they're

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<v Speaker 1>worth more points. Both the players ships and the enemy

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<v Speaker 1>spaceships could shoot projectiles. Impact would be automatic destruction, which

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<v Speaker 1>would be accompanied by I think they actually said the

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<v Speaker 1>symbol of an explosion, because I mean this is this

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<v Speaker 1>is early days of video games. Guys. You remember, like,

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<v Speaker 1>there's not a heck of a lot you can do. Yeah,

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<v Speaker 1>when it comes to graphically representing anything. So we're talking

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<v Speaker 1>some pretty primitive looking graphics. So it's the stuff that

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<v Speaker 1>gets laid out here in the next case, it actually

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<v Speaker 1>determines how, like we could have so many side scrollers.

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<v Speaker 1>It's just such a bizarre way to go. Yeah, and

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<v Speaker 1>when that's something else that will come up in this

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<v Speaker 1>discussion is that part of the reason the cases turned

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<v Speaker 1>out the way they did is again it's so early

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<v Speaker 1>on in the era of video games that people had

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<v Speaker 1>not really well, one, the technology had not advanced to

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<v Speaker 1>the point where you could have very different depictions of uh,

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<v Speaker 1>you know, different interpretations of the same basic idea. You

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<v Speaker 1>were limited in that because the technology itself was limited.

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<v Speaker 1>So it's not like you could, you know, have one

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<v Speaker 1>that looks like asteroids where you've got this top down

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<v Speaker 1>view of a little triangle shooting rocks, and the other

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<v Speaker 1>one you have a photo realistic, you know, a space

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<v Speaker 1>simulator where you're flying through shooting rocks. Uh. So the

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<v Speaker 1>technology itself was limited, and thus a lot of people

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<v Speaker 1>figured that the ability to express an idea itself was

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<v Speaker 1>limited because of that. Um, But there's some other similarities

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<v Speaker 1>that I thought were kind of like, well, there's no

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<v Speaker 1>reason that you could argue one game would have to

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<v Speaker 1>have this particular element versus the other. For example, both

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<v Speaker 1>games had a two tone beeping noise that increased in tempo.

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<v Speaker 1>Is the game progress, so like, uh, and we just

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<v Speaker 1>get faster and faster. Um. Both games had scores for

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<v Speaker 1>players that were displayed in the same sections of the screen. So,

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<v Speaker 1>in other words, like the player one score would be

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<v Speaker 1>in the upper left corner and the player to score

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<v Speaker 1>be the upper right corner. Both games had a thrust

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<v Speaker 1>button that would let the player's ship move in whatever

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<v Speaker 1>direction it happened to be facing at the time. Um,

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<v Speaker 1>have you ever played Asteroids like the arcade version of Asteroids?

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<v Speaker 1>I've actually played the home version of of Asteroids. I

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<v Speaker 1>don't think I've ever played it in the arcade. Actually, yeah,

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<v Speaker 1>the arcade version was tough. I mean, this would be

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<v Speaker 1>the home version because it is a tari I believe

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<v Speaker 1>it's not the video game version. Maybe it could be

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<v Speaker 1>the video game version because you did have both divisions.

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<v Speaker 1>But um, the the buttons on the Asteroids game were

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<v Speaker 1>what would allow you to turn the ship left, turn

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<v Speaker 1>the ship right, or use thrust? Um Obviously you would

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<v Speaker 1>just use a a direction on your joystick. Usually I

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<v Speaker 1>think pressing up would give you the thrust in the

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<v Speaker 1>home version. Ah, but in both versions, if you released

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<v Speaker 1>the thrust, then gradually your ship would come to a halt,

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<v Speaker 1>although the court did did actually notice that this happens

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<v Speaker 1>more quickly in meteors than in Asteroids. Uh. And both games,

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<v Speaker 1>at ten thousand points, you'd get an extra life, and

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<v Speaker 1>each successfully completed wave of rocks initiates a new wave,

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<v Speaker 1>and each new wave has more rocks in it than

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<v Speaker 1>the previous wave. So those were the similarities that the

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<v Speaker 1>court noticed between these two games, and there are a

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<v Speaker 1>lot of them. I mean, there's the very basic nature

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<v Speaker 1>of the game seems identical in these cases, right, I mean,

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<v Speaker 1>it would be hard for me to argue otherwise I

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<v Speaker 1>would think, yeah, I mean, if if it's kind of

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<v Speaker 1>like modern games, you're thinking of the Call of Duty

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<v Speaker 1>versus any other battlefield game, you think of any any

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<v Speaker 1>kind of war game, they're all kind of the same.

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<v Speaker 1>But why is that even allowed? And uh, there are

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<v Speaker 1>differences in these two games, Meteors and Asteroids. So Asteroids

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<v Speaker 1>had this, uh had a black field underneath the actual game,

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<v Speaker 1>but in Meteors you had this star field and the

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<v Speaker 1>look of distant stars. And this is kind of really

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<v Speaker 1>pushing it because when you're looking at them, if you

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<v Speaker 1>haven't seen the photos of this this game, you'll see

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<v Speaker 1>they're just basically dots. That's kind of neat. Asteroids is

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<v Speaker 1>black and white, and Meteors was in color, and that

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<v Speaker 1>was pretty different. Meteors also had some shading on the

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<v Speaker 1>spaceship and the rocks, so kind of had more dimension

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<v Speaker 1>because the Asteroids is pretty flat looking when it comes

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<v Speaker 1>to ships and rocks, almost like a schematic drawing, like

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<v Speaker 1>it's it's it's or almost abstract in a way, because

0:12:45.480 --> 0:12:48.199
<v Speaker 1>the rocks all look the same and they all just

0:12:48.320 --> 0:12:50.400
<v Speaker 1>kind of float at you, and then you shoot them

0:12:50.400 --> 0:12:53.920
<v Speaker 1>and now they're they're different sized, but the shapes are

0:12:53.920 --> 0:12:57.760
<v Speaker 1>still very much the same and they're still floating at you.

0:12:57.840 --> 0:13:01.319
<v Speaker 1>It's not you know, there's no real sense of, uh,

0:13:01.400 --> 0:13:05.760
<v Speaker 1>the dimensionality in the original Asteroids game. I really like

0:13:05.800 --> 0:13:08.000
<v Speaker 1>the element that Meteors starts off. When you start off

0:13:08.000 --> 0:13:10.640
<v Speaker 1>the game, there's an animation of you blasting off of Earth.

0:13:11.160 --> 0:13:13.400
<v Speaker 1>Compare that to Asteroids. You just start and you're just

0:13:13.520 --> 0:13:16.520
<v Speaker 1>in the in the field. Time to go. Um, you've

0:13:16.520 --> 0:13:19.520
<v Speaker 1>got the game. Meteors is actually faster in general, and

0:13:19.520 --> 0:13:21.760
<v Speaker 1>it moves, and you have a different way of shooting

0:13:21.800 --> 0:13:24.480
<v Speaker 1>as well. You could can you could shoot a lot

0:13:24.600 --> 0:13:28.000
<v Speaker 1>more I think continuously compared to Asteroids. Right, Asteroids was

0:13:28.040 --> 0:13:30.840
<v Speaker 1>like a burst fire thing. You could fire a few shots,

0:13:31.240 --> 0:13:33.560
<v Speaker 1>but then you had to weight. It's almost like a

0:13:33.600 --> 0:13:36.840
<v Speaker 1>recharge period. Have I missing anything else? So that's are

0:13:36.880 --> 0:13:39.920
<v Speaker 1>the main ones. That's the main ones. I mean, uh,

0:13:39.960 --> 0:13:42.480
<v Speaker 1>you know there were There was also the fact that

0:13:42.520 --> 0:13:46.360
<v Speaker 1>the Meteors and meteor and Meteors rather could tumble like

0:13:46.640 --> 0:13:49.719
<v Speaker 1>they actually they actually seemed to rotate as they were

0:13:49.720 --> 0:13:52.720
<v Speaker 1>coming towards you, whereas the if you watch the old

0:13:52.760 --> 0:13:57.200
<v Speaker 1>Asteroids game, those shapes just they maintain their same orientation

0:13:57.360 --> 0:14:00.959
<v Speaker 1>as they move across. So there was that too. So

0:14:01.240 --> 0:14:06.640
<v Speaker 1>there were some definite improvements on the game. So Amusement

0:14:06.720 --> 0:14:11.480
<v Speaker 1>World had to defend itself against these claims of copyright infringement.

0:14:11.480 --> 0:14:14.559
<v Speaker 1>They tried a couple of different tactics. The first thing

0:14:14.600 --> 0:14:19.400
<v Speaker 1>they tried was, uh, they said that Atari's copyright on

0:14:19.480 --> 0:14:23.560
<v Speaker 1>Asteroids was invalid in this case because of the way

0:14:23.600 --> 0:14:28.280
<v Speaker 1>they registered their copyright. So they said that Atari had

0:14:28.280 --> 0:14:32.960
<v Speaker 1>registered Asteroids copyright as an audio visual work, not as

0:14:33.000 --> 0:14:36.960
<v Speaker 1>a literary work, and that as a result, the copyright

0:14:37.160 --> 0:14:40.800
<v Speaker 1>wasn't valid. They said that Atari had submitted essentially a

0:14:40.960 --> 0:14:46.000
<v Speaker 1>film video of one out of a possible infinite variations

0:14:46.080 --> 0:14:49.520
<v Speaker 1>of a single game. So in other words, they captured

0:14:49.560 --> 0:14:54.760
<v Speaker 1>gameplay footage of Asteroids, and that particular gameplay footage was

0:14:54.800 --> 0:15:00.880
<v Speaker 1>being sent as as part of the the the work

0:15:01.160 --> 0:15:05.560
<v Speaker 1>that Atari was submitting to get this copyright, and I

0:15:05.600 --> 0:15:09.720
<v Speaker 1>guess Amusement World was essentially saying, well, technically, wouldn't that

0:15:09.760 --> 0:15:13.160
<v Speaker 1>just give copyright to that specific film? Like that was

0:15:13.240 --> 0:15:16.280
<v Speaker 1>that's such a great argument. It's taking like you were saying,

0:15:16.280 --> 0:15:18.080
<v Speaker 1>this is the wild West, it's the early days of

0:15:18.240 --> 0:15:21.520
<v Speaker 1>video games, and how are they protected. So the idea

0:15:21.640 --> 0:15:24.280
<v Speaker 1>that that Amusement World is pushing us wait a second,

0:15:24.320 --> 0:15:28.120
<v Speaker 1>that's a tape or recording. You definitely have protection for that,

0:15:28.200 --> 0:15:31.440
<v Speaker 1>but you're suing us about the game itself. And the

0:15:31.480 --> 0:15:34.280
<v Speaker 1>court was like wait, wait, wait a second, Okay, now

0:15:34.680 --> 0:15:38.280
<v Speaker 1>they did uh put the work in a tangible medium

0:15:38.320 --> 0:15:40.480
<v Speaker 1>and that happens to be the circuitry, and it's not

0:15:40.640 --> 0:15:44.360
<v Speaker 1>so easy to just send us an arcade cabinet. This

0:15:44.440 --> 0:15:46.560
<v Speaker 1>is the way it used to be. Yeah, yeah, because

0:15:46.560 --> 0:15:49.080
<v Speaker 1>the wrong trip. I mean, the game is hard coded

0:15:49.800 --> 0:15:53.480
<v Speaker 1>on a a a circuit board, and that circuit board

0:15:53.520 --> 0:15:55.640
<v Speaker 1>is only useful if you haven't connected up to the

0:15:55.680 --> 0:15:58.760
<v Speaker 1>rest of the system. So yeah, I mean you would

0:15:58.800 --> 0:16:02.360
<v Speaker 1>have to have had a tory send a full console

0:16:02.840 --> 0:16:06.120
<v Speaker 1>like I mean a full like Atari cabinet out to

0:16:06.200 --> 0:16:09.600
<v Speaker 1>the Patent office that or rather the copyright office, and

0:16:09.880 --> 0:16:13.800
<v Speaker 1>uh deliver that and say like, here's our fixed tangible medium.

0:16:13.880 --> 0:16:15.600
<v Speaker 1>And hilariously, I know a lot of people think the

0:16:15.640 --> 0:16:18.560
<v Speaker 1>laws kind of messed up and it allows for absurd results.

0:16:19.080 --> 0:16:21.640
<v Speaker 1>If this kind of actual event that's happening right now

0:16:21.640 --> 0:16:24.000
<v Speaker 1>we're talking about, if they if Atari had to send

0:16:24.040 --> 0:16:26.600
<v Speaker 1>an actual cabinet every single time it made a game,

0:16:27.160 --> 0:16:30.960
<v Speaker 1>that would cause such a ludicrous amount of storage requirements

0:16:30.960 --> 0:16:33.720
<v Speaker 1>by the government it would make no sense. It would

0:16:33.760 --> 0:16:36.880
<v Speaker 1>can you imagine filing these arcades? Well, it would have

0:16:36.960 --> 0:16:39.600
<v Speaker 1>made the copyright office a much more fun place to work.

0:16:40.720 --> 0:16:44.240
<v Speaker 1>It would be a great, fantastic break area where you like,

0:16:44.280 --> 0:16:46.880
<v Speaker 1>we guess, guess what we got? This other game hasn't

0:16:46.880 --> 0:16:51.440
<v Speaker 1>even come out in our gades yet. Um, you know,

0:16:51.520 --> 0:16:54.560
<v Speaker 1>it seemed to me this this is the argument I

0:16:54.560 --> 0:16:57.120
<v Speaker 1>would make with this, Like if you were trying to

0:16:57.120 --> 0:17:00.440
<v Speaker 1>to say, like, well, what is this similar to? Let's

0:17:00.440 --> 0:17:04.000
<v Speaker 1>say that I write a play and, for some reason

0:17:04.400 --> 0:17:08.320
<v Speaker 1>that I cannot even come up with right now, I

0:17:08.400 --> 0:17:12.480
<v Speaker 1>submit my play to the copyright office, not by sending

0:17:12.600 --> 0:17:15.919
<v Speaker 1>in a script to to be copied, you know, to

0:17:16.000 --> 0:17:19.560
<v Speaker 1>register the copyright, but rather I put on a performance

0:17:19.760 --> 0:17:25.560
<v Speaker 1>of the play and then I record the performance on

0:17:26.119 --> 0:17:28.680
<v Speaker 1>using a video camera or whatever, and I send that

0:17:28.800 --> 0:17:32.399
<v Speaker 1>in to be copyright. That you could argue like, well,

0:17:32.440 --> 0:17:35.640
<v Speaker 1>you're copyrighting the performance of this play, but the play

0:17:35.640 --> 0:17:38.560
<v Speaker 1>itself you still haven't registered. That's kind of the argument

0:17:38.560 --> 0:17:43.280
<v Speaker 1>Amusement World was making. And ultimately the court dismissed this

0:17:43.440 --> 0:17:46.720
<v Speaker 1>argument and said, all right, you know, for for practicality sake,

0:17:47.680 --> 0:17:50.440
<v Speaker 1>just for the same reasons that I as was mentioning earlier,

0:17:50.960 --> 0:17:54.760
<v Speaker 1>we have to draw the line somewhere and a video

0:17:54.960 --> 0:18:00.080
<v Speaker 1>depicting gameplay footage is going to be differentiated from a

0:18:00.240 --> 0:18:04.399
<v Speaker 1>film in that we're not saying that this one video

0:18:05.480 --> 0:18:09.320
<v Speaker 1>representation of the game is the only thing that is

0:18:09.400 --> 0:18:14.040
<v Speaker 1>protected under copyright because it's ludicrous. But but it could

0:18:14.040 --> 0:18:17.440
<v Speaker 1>have gone the other way. That could have been a

0:18:17.480 --> 0:18:19.760
<v Speaker 1>first case where they're saying, actually, you're right, didn't the

0:18:19.840 --> 0:18:24.200
<v Speaker 1>necessarcuit board. Um, well, no, you're right, there's no copyright

0:18:24.200 --> 0:18:26.919
<v Speaker 1>protection and definite your copyright covers a heck of a

0:18:26.960 --> 0:18:30.800
<v Speaker 1>lot of things, include including derivative works. So if John

0:18:30.840 --> 0:18:34.399
<v Speaker 1>Fannitz end in that recording, if I transcribed it and

0:18:34.480 --> 0:18:36.280
<v Speaker 1>go ha ha, I can sell this because you didn't

0:18:36.280 --> 0:18:40.000
<v Speaker 1>copyright the actual script, Clearly it's derivative of what you've done.

0:18:40.160 --> 0:18:43.399
<v Speaker 1>So that's it's supposed to reward the content creator. It's

0:18:43.440 --> 0:18:47.920
<v Speaker 1>supposed to be about furthering uh society, because you when

0:18:47.960 --> 0:18:50.280
<v Speaker 1>you write something, you're protected and you can actually enjoy

0:18:50.320 --> 0:18:52.440
<v Speaker 1>the fruits of your labor. And that's the whole point

0:18:52.440 --> 0:18:55.560
<v Speaker 1>of copyright in a nutshell. Yeah, and it and it

0:18:55.600 --> 0:18:58.560
<v Speaker 1>does get complicated. I mean, using that other example of

0:18:58.600 --> 0:19:01.560
<v Speaker 1>the play and shooting a video, let's say that I

0:19:01.560 --> 0:19:04.680
<v Speaker 1>haven't sent in the script for copyright yet, I as

0:19:04.760 --> 0:19:07.119
<v Speaker 1>comes to a rehearsal of this play that has not

0:19:07.200 --> 0:19:10.959
<v Speaker 1>yet been copyrighted. He video tapes the rehearsal and copyrights

0:19:10.960 --> 0:19:13.800
<v Speaker 1>the videotape, and now suddenly he's got a registered copyright,

0:19:13.840 --> 0:19:16.879
<v Speaker 1>assuming that it's granted, he has a registered copyright for

0:19:16.920 --> 0:19:22.280
<v Speaker 1>this thing. I haven't copyrighted my script, and his registration

0:19:22.520 --> 0:19:25.280
<v Speaker 1>would predate anything I would send in, which would cause

0:19:25.320 --> 0:19:28.720
<v Speaker 1>further complications. So you know, the whole point of this

0:19:28.920 --> 0:19:32.359
<v Speaker 1>is to try and create as clear a record of

0:19:32.400 --> 0:19:36.399
<v Speaker 1>ownership as possible. But if you don't do your part

0:19:36.520 --> 0:19:40.399
<v Speaker 1>in that, then you can't expect to have the protection

0:19:40.920 --> 0:19:44.200
<v Speaker 1>that it would grant you. So uh, in this case,

0:19:44.240 --> 0:19:47.959
<v Speaker 1>I guess it was a good thing that the court said, hey, uh,

0:19:48.600 --> 0:19:51.920
<v Speaker 1>the audio visual thing is not um, not a barrier.

0:19:52.000 --> 0:19:54.960
<v Speaker 1>It's not something that is going to count against Atari

0:19:55.000 --> 0:19:58.680
<v Speaker 1>in this case. But Amusement World then had to change

0:19:58.680 --> 0:20:02.600
<v Speaker 1>its tactics and said it Uh. What Attari was trying

0:20:02.640 --> 0:20:07.479
<v Speaker 1>to do was claim copyright protection of the idea of

0:20:07.520 --> 0:20:10.280
<v Speaker 1>a video game in which the player tries to survive

0:20:10.560 --> 0:20:16.200
<v Speaker 1>encounters with asteroids and enemy spaceships. Who knew that video

0:20:16.280 --> 0:20:19.240
<v Speaker 1>gaming could be so litigious? And I'll have to do

0:20:19.280 --> 0:20:21.359
<v Speaker 1>a follow up episode to this one at some point,

0:20:21.560 --> 0:20:25.240
<v Speaker 1>because there's more to it. But before we get ahead

0:20:25.240 --> 0:20:27.160
<v Speaker 1>of ourselves, let's take a quick break and be back

0:20:27.200 --> 0:20:37.920
<v Speaker 1>for more of this classic episode. So this is where

0:20:37.960 --> 0:20:43.199
<v Speaker 1>we get into another interesting, uh facet of copyright, because,

0:20:43.920 --> 0:20:48.280
<v Speaker 1>as it turns out, an idea by itself is not

0:20:48.560 --> 0:20:52.080
<v Speaker 1>something that's guaranteed protection. Yeah, that's the whole thing about

0:20:52.160 --> 0:20:55.640
<v Speaker 1>idea versus the expression of an idea. And you're gonna

0:20:55.680 --> 0:20:59.760
<v Speaker 1>get familiar with this jeweled be pendant and what this

0:21:00.080 --> 0:21:03.439
<v Speaker 1>this thing is. If there was this lawsuit, I'll do

0:21:03.480 --> 0:21:06.800
<v Speaker 1>it real quick. There was one manufacturer of a thing

0:21:06.880 --> 0:21:08.320
<v Speaker 1>of it, like a brooch or a pin that a

0:21:08.359 --> 0:21:11.800
<v Speaker 1>person would wear. It was a BE that had jewels

0:21:11.800 --> 0:21:14.240
<v Speaker 1>on it. So somebody saw that idea, Hey, that's a

0:21:14.280 --> 0:21:17.440
<v Speaker 1>really cool idea. I'm gonna make the same thing. So

0:21:18.840 --> 0:21:21.959
<v Speaker 1>the first person who made the be jeweled B said, no,

0:21:22.160 --> 0:21:25.439
<v Speaker 1>I'm suing you for a copyright that's mine. And the

0:21:25.520 --> 0:21:29.680
<v Speaker 1>court said, listen, there's only one way to show a

0:21:29.760 --> 0:21:32.520
<v Speaker 1>jeweled B. That's it. Now. Granted we could have a

0:21:32.520 --> 0:21:35.520
<v Speaker 1>different pattern on the actual B, but a B, if

0:21:35.560 --> 0:21:37.840
<v Speaker 1>you're trying to keep it realistic, is going to have

0:21:38.200 --> 0:21:41.119
<v Speaker 1>the black and yellow or brown and yellow kind of stripes.

0:21:41.160 --> 0:21:44.160
<v Speaker 1>It's gonna have wings. There are elements you cannot change

0:21:44.240 --> 0:21:46.960
<v Speaker 1>about this, and there's only one true way to do this.

0:21:47.560 --> 0:21:50.320
<v Speaker 1>In that case, you do the first person does have

0:21:50.359 --> 0:21:53.240
<v Speaker 1>a copyright on that actual item, but it's not exactly

0:21:53.320 --> 0:21:56.320
<v Speaker 1>terribly strong. Another person can actually make the same thing

0:21:56.800 --> 0:21:58.880
<v Speaker 1>also have a copyright on it, which sounds a little

0:21:58.880 --> 0:22:01.439
<v Speaker 1>bit bizarre if you think about it. But because you

0:22:01.480 --> 0:22:06.440
<v Speaker 1>can't copyright the idea, this is free to copy and

0:22:06.760 --> 0:22:08.280
<v Speaker 1>you know you still have a copyright, it's just such

0:22:08.280 --> 0:22:12.240
<v Speaker 1>a weak, uh week copyright that it's it's very very strange.

0:22:12.400 --> 0:22:15.000
<v Speaker 1>And that's basically we gets applied to this case. Yeah, yeah,

0:22:15.400 --> 0:22:19.320
<v Speaker 1>this this idea that okay, so the idea itself is

0:22:19.320 --> 0:22:23.320
<v Speaker 1>not copyrightable. That there you could have the reasonable expectation

0:22:23.920 --> 0:22:26.879
<v Speaker 1>that different people would want to create a game based

0:22:26.920 --> 0:22:32.040
<v Speaker 1>on this same kernel of an idea. The argument then becomes, well,

0:22:32.240 --> 0:22:35.760
<v Speaker 1>how many different ways are there to express that idea?

0:22:36.160 --> 0:22:38.520
<v Speaker 1>If it turns out there's really only one method of

0:22:38.560 --> 0:22:42.840
<v Speaker 1>doing it, you can't truly have protection of that because

0:22:43.640 --> 0:22:46.520
<v Speaker 1>it would be silly, right if it's it's only if

0:22:46.560 --> 0:22:50.720
<v Speaker 1>there are multiple ways to express that idea that you

0:22:50.720 --> 0:22:53.919
<v Speaker 1>you could argue, well, this person copied you, and they

0:22:53.920 --> 0:22:56.719
<v Speaker 1>didn't have to. They could have expressed that same idea

0:22:56.760 --> 0:23:01.800
<v Speaker 1>in a totally different and novel way. So therefore they

0:23:01.920 --> 0:23:07.640
<v Speaker 1>are they are actively violating your copyright. You have a legitimate, uh,

0:23:08.000 --> 0:23:11.159
<v Speaker 1>legitimate complaint. So what the court had to decide in

0:23:11.160 --> 0:23:16.600
<v Speaker 1>this case was, did what the stuff that Amusement World

0:23:16.600 --> 0:23:22.520
<v Speaker 1>did by creating meteors? Did they in fact copy Atari

0:23:22.640 --> 0:23:27.960
<v Speaker 1>or did they simply employ the same ideas Because there

0:23:28.040 --> 0:23:33.159
<v Speaker 1>was really only that way to express a game where

0:23:33.240 --> 0:23:37.720
<v Speaker 1>you are trying to maneuver a spacecraft through an asteroid

0:23:37.800 --> 0:23:41.639
<v Speaker 1>belt while you're being shot at by enemy spaceships, And

0:23:42.200 --> 0:23:45.240
<v Speaker 1>that must have been a really interesting deliberation to go

0:23:45.400 --> 0:23:48.560
<v Speaker 1>through and say, all right, well, which one elements here

0:23:49.160 --> 0:23:51.919
<v Speaker 1>do we think are essentially universal in the sense that

0:23:52.000 --> 0:23:54.600
<v Speaker 1>anyone who wanted to make a game that represented this

0:23:54.720 --> 0:23:57.920
<v Speaker 1>kind of idea would have to do it this way

0:23:58.200 --> 0:24:02.119
<v Speaker 1>versus which one of these ideas could you do in

0:24:02.280 --> 0:24:05.679
<v Speaker 1>a myriad of other ways. But they chose to copy

0:24:05.720 --> 0:24:11.040
<v Speaker 1>Atari's method, and in this case it ended up um

0:24:11.240 --> 0:24:17.080
<v Speaker 1>kind of a favoring Amusement World. Amusement World UH is

0:24:17.119 --> 0:24:20.960
<v Speaker 1>not found guilty of copy infringement in this case. Because

0:24:21.160 --> 0:24:25.919
<v Speaker 1>there is apparently the idea expression unity is true in

0:24:25.960 --> 0:24:28.280
<v Speaker 1>this particular case. That's what the court's saying. They're saying, look,

0:24:28.600 --> 0:24:30.160
<v Speaker 1>there is like one way to do this. So if

0:24:30.160 --> 0:24:33.000
<v Speaker 1>you had a spaceship and you're going to blow up

0:24:33.000 --> 0:24:36.520
<v Speaker 1>a rock in this in space, those rocks have to

0:24:36.560 --> 0:24:38.920
<v Speaker 1>disappear in one of two or three different ways. Okay,

0:24:38.920 --> 0:24:41.520
<v Speaker 1>it's gonna break up in one piece, two pieces, three pieces.

0:24:41.800 --> 0:24:44.160
<v Speaker 1>That breaks up into a million pieces. The game becomes

0:24:44.160 --> 0:24:47.760
<v Speaker 1>somewhat unplayable because you'll just lose all the time. They're

0:24:47.760 --> 0:24:50.240
<v Speaker 1>saying that both games start off somewhat easy, which is

0:24:50.280 --> 0:24:53.119
<v Speaker 1>to encourage people to play the game. That's something that

0:24:53.160 --> 0:24:55.440
<v Speaker 1>you can't really say. We'll start the game really hard

0:24:55.640 --> 0:24:58.960
<v Speaker 1>and that will be a different game. So there's enough

0:24:59.040 --> 0:25:02.959
<v Speaker 1>elements that in this case, the course saying, look, if

0:25:03.000 --> 0:25:05.919
<v Speaker 1>you're flying around in space and that you're blown up rocks,

0:25:06.840 --> 0:25:08.879
<v Speaker 1>this is kind of the only way to do it,

0:25:08.960 --> 0:25:13.399
<v Speaker 1>because you just there's no way around this. And I

0:25:13.440 --> 0:25:18.600
<v Speaker 1>wanted this quickly mentioned that both of these guys Amusement

0:25:18.640 --> 0:25:22.040
<v Speaker 1>World in Natari both have copyright protection. It's that the

0:25:22.040 --> 0:25:26.160
<v Speaker 1>protection doesn't give them a monopoly because of the idea

0:25:26.600 --> 0:25:29.000
<v Speaker 1>expression unity. That's what the thing is. It's about a

0:25:29.040 --> 0:25:32.560
<v Speaker 1>monopoly on something more so than it is protection, because

0:25:32.800 --> 0:25:36.440
<v Speaker 1>even though these games are very similar and they act

0:25:36.480 --> 0:25:40.240
<v Speaker 1>in a very similar way, they both still have copyrights

0:25:40.359 --> 0:25:44.000
<v Speaker 1>on those products, which is really I mean, this is

0:25:44.080 --> 0:25:47.600
<v Speaker 1>that's mind bending to me, particularly when we get to

0:25:47.640 --> 0:25:51.280
<v Speaker 1>the discussion of the second case, where we start saying,

0:25:51.480 --> 0:25:55.520
<v Speaker 1>wait a minute, I don't on a very like high level,

0:25:56.359 --> 0:25:58.520
<v Speaker 1>it could be hard to distinguish between the two the

0:25:58.560 --> 0:26:02.800
<v Speaker 1>differences that mark one case versus the other, because, as

0:26:02.840 --> 0:26:06.640
<v Speaker 1>it turns out, the court decisions in the second case

0:26:06.680 --> 0:26:09.800
<v Speaker 1>we're going to talk about go in a in a

0:26:09.840 --> 0:26:12.920
<v Speaker 1>different direction than the one we just mentioned. And that's

0:26:13.040 --> 0:26:15.400
<v Speaker 1>that's probably why I mean, I mean, I imagine that's

0:26:15.440 --> 0:26:18.360
<v Speaker 1>why you when you were studying law, you had these

0:26:18.400 --> 0:26:22.320
<v Speaker 1>two cases kind of presented together as a way of,

0:26:22.840 --> 0:26:28.439
<v Speaker 1>uh illustrating this this idea of um, the copyright of

0:26:28.520 --> 0:26:31.800
<v Speaker 1>the expression of an idea versus the idea itself. Yeah,

0:26:31.840 --> 0:26:33.800
<v Speaker 1>like I said in the beginning, this was maddening to

0:26:33.840 --> 0:26:36.960
<v Speaker 1>go back to back with the case. We the next case,

0:26:37.240 --> 0:26:40.240
<v Speaker 1>this is two. It's decided by the United States Court

0:26:40.240 --> 0:26:43.520
<v Speaker 1>of Appeal, Seventh Circuit and the Satari versus North American

0:26:43.560 --> 0:26:46.680
<v Speaker 1>Phillips consumer like Finance Corps. You might know them as

0:26:46.680 --> 0:26:50.200
<v Speaker 1>Phillips in the in the case, they are constantly called

0:26:50.240 --> 0:26:53.520
<v Speaker 1>North American because that's just the shorthand eight two. That's

0:26:53.520 --> 0:26:55.280
<v Speaker 1>just the way it was. And on top of that,

0:26:55.320 --> 0:26:58.119
<v Speaker 1>Phillips happened to be the maker or something called The Odyssey,

0:26:58.200 --> 0:27:00.720
<v Speaker 1>which I'm sure not only have I heard it discussed

0:27:00.720 --> 0:27:03.320
<v Speaker 1>on tech stuff. I kind of remember the Odyssey because

0:27:03.320 --> 0:27:05.800
<v Speaker 1>I remember the actual ads in magazines and I'm like,

0:27:05.880 --> 0:27:08.480
<v Speaker 1>what's an Odyssey? So here's the thing. I think I

0:27:08.480 --> 0:27:12.720
<v Speaker 1>actually owned the game that's in question. Here, Yeah, the

0:27:12.760 --> 0:27:15.040
<v Speaker 1>game of question. Here's uh, there's there's two games, and

0:27:16.600 --> 0:27:20.480
<v Speaker 1>has got the Atari has in this particular world, Atari

0:27:20.600 --> 0:27:24.320
<v Speaker 1>has a Midway have the rights to make a pac

0:27:24.400 --> 0:27:26.760
<v Speaker 1>Man game? Who owns the copyright on Pacman at this

0:27:26.760 --> 0:27:31.399
<v Speaker 1>point Namco? So Namco had the Namco owns the game,

0:27:31.600 --> 0:27:35.760
<v Speaker 1>but uh, Midway and Atari had the United States the

0:27:35.960 --> 0:27:41.639
<v Speaker 1>the exclusive United States rights to pac Man. So you

0:27:41.680 --> 0:27:45.399
<v Speaker 1>could think of Atari almost being a a you know,

0:27:45.440 --> 0:27:50.320
<v Speaker 1>like the representation of Namco in the US. Because of

0:27:50.440 --> 0:27:54.080
<v Speaker 1>the way that games would be published and then distributed globally,

0:27:54.640 --> 0:27:58.520
<v Speaker 1>so while Namco technically is the owner of pac Man,

0:27:58.840 --> 0:28:03.600
<v Speaker 1>Atari could act in that capacity within the United States. Yeah,

0:28:03.600 --> 0:28:05.439
<v Speaker 1>that's like the whole point of copyright. You have the right.

0:28:05.520 --> 0:28:07.840
<v Speaker 1>Namco has the right, and they own this this character.

0:28:07.880 --> 0:28:10.960
<v Speaker 1>They own every derivative work, and they're like, hey, listen,

0:28:11.080 --> 0:28:13.200
<v Speaker 1>now that we have this, we can sell the license

0:28:13.200 --> 0:28:15.400
<v Speaker 1>to somebody else to do something with it. So that's

0:28:15.440 --> 0:28:17.520
<v Speaker 1>one of the reason why people are ferociously fighting about this,

0:28:17.560 --> 0:28:21.120
<v Speaker 1>because they want to have the exclusive right. Atari paid

0:28:21.119 --> 0:28:23.679
<v Speaker 1>money for these rights and they don't. They don't want

0:28:23.680 --> 0:28:28.240
<v Speaker 1>to lose market share because Phillips decides to make a

0:28:28.280 --> 0:28:31.800
<v Speaker 1>better pack Man game. Um, so this this game that

0:28:31.880 --> 0:28:35.639
<v Speaker 1>eventually comes out. It's called Casey Munchkin, a game I

0:28:35.680 --> 0:28:39.160
<v Speaker 1>had never heard of before, and I had not I thought,

0:28:39.160 --> 0:28:41.400
<v Speaker 1>I swore when I saw that you had put this

0:28:41.640 --> 0:28:45.040
<v Speaker 1>as one of the lawsuits we were going to talk about.

0:28:45.280 --> 0:28:48.040
<v Speaker 1>This was before we had decided just to focus on Atari.

0:28:48.680 --> 0:28:52.280
<v Speaker 1>I saw the name Casey Munchkin, and I thought, I've

0:28:52.320 --> 0:28:55.480
<v Speaker 1>never heard of this game. Then I watched a video

0:28:55.520 --> 0:28:58.760
<v Speaker 1>of the gameplay and I said, I think I owned

0:28:58.760 --> 0:29:02.600
<v Speaker 1>this game, but I had no memory of the name

0:29:02.680 --> 0:29:06.200
<v Speaker 1>of it. Yeah, so it's it's amazed game. Let's let'

0:29:06.240 --> 0:29:08.560
<v Speaker 1>let's talk by the little what happened the little facts

0:29:08.600 --> 0:29:12.680
<v Speaker 1>about this this uh infringing work that this is being called.

0:29:12.680 --> 0:29:15.120
<v Speaker 1>So there's a game developer's name is Ed Everett and

0:29:15.240 --> 0:29:17.400
<v Speaker 1>a Mr. Stop And in the case, they don't actually

0:29:17.440 --> 0:29:18.840
<v Speaker 1>give Stop a first name, so I don't know what

0:29:18.880 --> 0:29:20.840
<v Speaker 1>his name is. His first name please the head of

0:29:21.200 --> 0:29:24.160
<v Speaker 1>Phillips Home video game development, and that's for the Odyssey.

0:29:24.400 --> 0:29:27.600
<v Speaker 1>So they see pac Man in an airport arcade and

0:29:27.640 --> 0:29:30.320
<v Speaker 1>they decide, hey, we could build a better version for

0:29:30.440 --> 0:29:34.080
<v Speaker 1>the Odyssey home console. Now, Everett had made twenty one

0:29:34.280 --> 0:29:37.360
<v Speaker 1>other video games, so he's he's got a good track

0:29:37.440 --> 0:29:41.200
<v Speaker 1>record when it comes to making games. Let's Stop and

0:29:41.400 --> 0:29:43.840
<v Speaker 1>Everett both decide that, hey, listen, if we had the

0:29:43.880 --> 0:29:46.400
<v Speaker 1>pac Man name on this game, it would do so

0:29:46.480 --> 0:29:50.080
<v Speaker 1>much better. So Average starting to do some development on

0:29:50.120 --> 0:29:53.040
<v Speaker 1>the game North American at this point where Phillips is

0:29:53.560 --> 0:29:55.680
<v Speaker 1>trying to get the license from Midway, So, hey, can

0:29:55.680 --> 0:29:57.520
<v Speaker 1>we just make a game with you guys with the

0:29:57.600 --> 0:30:03.080
<v Speaker 1>license and the company Midway says no, we're not giving

0:30:03.080 --> 0:30:05.600
<v Speaker 1>you a license. So Average kind of building a game

0:30:05.680 --> 0:30:10.120
<v Speaker 1>that's not even done yet. He's told that we don't

0:30:10.120 --> 0:30:13.080
<v Speaker 1>have the license. So Avert continues to build this game,

0:30:13.560 --> 0:30:15.480
<v Speaker 1>and it turns out to be Casey Munchkin, right, the

0:30:15.520 --> 0:30:18.280
<v Speaker 1>idea of being to make a game similar to pac

0:30:18.320 --> 0:30:22.760
<v Speaker 1>Man without being exactly pac Man, and also the idea

0:30:22.760 --> 0:30:26.400
<v Speaker 1>of making this quote unquote better than the arcade version.

0:30:26.600 --> 0:30:30.920
<v Speaker 1>So it was it wasn't built as a clone of

0:30:31.040 --> 0:30:35.560
<v Speaker 1>pac Man, but you know it's undeniable that it shares

0:30:35.680 --> 0:30:38.960
<v Speaker 1>a lot of similarities to pac Man. Yeah, so Avert

0:30:38.960 --> 0:30:41.760
<v Speaker 1>finishes this game called Casey Munchkin. North American says, can

0:30:41.760 --> 0:30:43.280
<v Speaker 1>we review the game? We want to make sure it's

0:30:43.320 --> 0:30:46.200
<v Speaker 1>totally different from pac Man, And so they see the game,

0:30:46.240 --> 0:30:48.200
<v Speaker 1>they go, okay, we need to change some things. First,

0:30:48.480 --> 0:30:50.880
<v Speaker 1>change the protagonist's color. He's not going to be yellow,

0:30:51.520 --> 0:30:53.640
<v Speaker 1>so that that's a big flag. So they change the

0:30:53.640 --> 0:30:56.720
<v Speaker 1>color of Munchkin from the yellow to blue. They also

0:30:57.120 --> 0:31:01.200
<v Speaker 1>told retailers, do not call this pac Man, do not

0:31:01.320 --> 0:31:04.120
<v Speaker 1>reference pac Man. Whatever you do, don't call it pac Man.

0:31:04.960 --> 0:31:08.560
<v Speaker 1>So what actually happens in reality retailers call it Odysse's

0:31:08.560 --> 0:31:11.480
<v Speaker 1>pac Man or a pac Man's pac game because that's

0:31:11.520 --> 0:31:15.120
<v Speaker 1>gonna sell copies to customers and that's what the stores

0:31:15.120 --> 0:31:18.480
<v Speaker 1>are concerned with. They don't the stores aren't concerned with copyright.

0:31:18.560 --> 0:31:22.560
<v Speaker 1>They're concerned with moving inventory. Yeah, so that didn't help anything.

0:31:22.840 --> 0:31:24.640
<v Speaker 1>We fill up because they're like, no, don't do that,

0:31:24.680 --> 0:31:27.640
<v Speaker 1>don't do that. And so Atari gets wind of this,

0:31:27.720 --> 0:31:30.600
<v Speaker 1>they go listen, we're we're suing you because you are

0:31:30.880 --> 0:31:32.760
<v Speaker 1>pringing on our copyright. Here. We have the rights to

0:31:32.800 --> 0:31:34.120
<v Speaker 1>do this. You don't have any rights to do this.

0:31:34.560 --> 0:31:37.000
<v Speaker 1>And they look for a primary injunction to get this

0:31:37.080 --> 0:31:39.320
<v Speaker 1>game off the shelves. They don't want this game being sold.

0:31:39.840 --> 0:31:44.040
<v Speaker 1>And in the first case, Atari loses. Okay, ATORI does

0:31:44.080 --> 0:31:46.360
<v Speaker 1>not get their injunction and to start with, and that's

0:31:46.360 --> 0:31:48.440
<v Speaker 1>how it ends up at the Court of Appeal Seventh Circuit,

0:31:48.600 --> 0:31:51.480
<v Speaker 1>because the Court of Appeals is taking this appeal to

0:31:51.520 --> 0:31:55.040
<v Speaker 1>find out what happens, and they decide it is infringement,

0:31:56.040 --> 0:31:58.800
<v Speaker 1>which will make your head explode as we describe the games,

0:31:59.200 --> 0:32:03.880
<v Speaker 1>because it's very strange why this in this case there

0:32:04.000 --> 0:32:08.560
<v Speaker 1>is infringement versus the Before we get into that, just

0:32:08.640 --> 0:32:11.520
<v Speaker 1>so just so people can kind of understand, I don't

0:32:11.520 --> 0:32:13.560
<v Speaker 1>mean to put you on the spot, id, but can

0:32:13.640 --> 0:32:17.200
<v Speaker 1>you can you sort of give an overview of of

0:32:17.240 --> 0:32:20.840
<v Speaker 1>what the appeals process is in case could because, as

0:32:20.880 --> 0:32:23.840
<v Speaker 1>you pointed out, Atari had lost the case, but then

0:32:23.920 --> 0:32:26.840
<v Speaker 1>was able to take it to another court. Well, I mean,

0:32:26.880 --> 0:32:30.120
<v Speaker 1>so that the first case was adjudicated, and is this

0:32:30.320 --> 0:32:32.360
<v Speaker 1>in this particular case, you have to show you're looking

0:32:32.360 --> 0:32:34.840
<v Speaker 1>for an injunction. You have to show irreparable harm. Okay,

0:32:35.200 --> 0:32:37.400
<v Speaker 1>if you're looking for irreparable harm, you have to explain

0:32:37.480 --> 0:32:40.520
<v Speaker 1>that you cannot be made whole with money. Right, so

0:32:40.640 --> 0:32:43.600
<v Speaker 1>if you have, uh, if you're talking about Apple and Samsung,

0:32:43.640 --> 0:32:45.840
<v Speaker 1>they're like, hey, look, don't sell those phones, and the

0:32:45.920 --> 0:32:47.920
<v Speaker 1>courts like no, you know what if if this stays

0:32:47.960 --> 0:32:49.800
<v Speaker 1>on the shelves, they can just pay you money because

0:32:49.800 --> 0:32:51.440
<v Speaker 1>that's only that's the only thing you're gonna lose. You're

0:32:51.480 --> 0:32:54.000
<v Speaker 1>just gonna lose on profits. Well, that's what they'll pay

0:32:54.000 --> 0:32:57.440
<v Speaker 1>out the same thing with this kind of deal. The court,

0:32:57.760 --> 0:33:01.480
<v Speaker 1>the lower court found, look, there was no irreparable harm here,

0:33:01.480 --> 0:33:04.640
<v Speaker 1>so we're not going to stop this game from being sold. Um.

0:33:04.720 --> 0:33:07.440
<v Speaker 1>Then Atari just basically files a motion for of appeal.

0:33:07.640 --> 0:33:09.840
<v Speaker 1>I mean, that's basically what that works. They file the

0:33:09.840 --> 0:33:12.160
<v Speaker 1>appeal and then this court decides to take a look

0:33:12.720 --> 0:33:15.640
<v Speaker 1>at everything that happened in the first case, and pretty

0:33:15.720 --> 0:33:19.360
<v Speaker 1>much I believe in this. In this appeals process, all

0:33:19.400 --> 0:33:21.320
<v Speaker 1>the facts are pretty much stipulated. So it's not a

0:33:21.320 --> 0:33:23.040
<v Speaker 1>heck of a lot of disagreement, not having like an

0:33:23.160 --> 0:33:27.240
<v Speaker 1>argument about um, oh, you know, these two guys didn't

0:33:27.240 --> 0:33:31.000
<v Speaker 1>see the airport. They saw it somewhere in Atari's headquarters.

0:33:31.120 --> 0:33:34.120
<v Speaker 1>Whatever facts are in that first case are kind of

0:33:34.160 --> 0:33:37.720
<v Speaker 1>taken as as that. It's just like, this is reality.

0:33:37.800 --> 0:33:40.920
<v Speaker 1>We we can't can't look outside of this reality. We

0:33:41.000 --> 0:33:44.600
<v Speaker 1>just decided this was correctly. Uh, if this, if the

0:33:44.960 --> 0:33:47.920
<v Speaker 1>court decision was correct in this case exactly, and they're

0:33:47.920 --> 0:33:51.040
<v Speaker 1>looking at the court abuse discretion they do anything strange.

0:33:51.480 --> 0:33:55.040
<v Speaker 1>It's a very narrow kind of thing. And so it's

0:33:55.120 --> 0:33:57.280
<v Speaker 1>it's you're not gonna see a lot of if you

0:33:57.320 --> 0:33:59.760
<v Speaker 1>ever wanted to see a court of appeals kind of argument,

0:34:00.040 --> 0:34:03.560
<v Speaker 1>I feel like I really want to. No, it's not

0:34:03.560 --> 0:34:07.120
<v Speaker 1>going to be an exciting defendant plaintiff argument. It's gonna

0:34:07.160 --> 0:34:09.360
<v Speaker 1>be like, well, that's what happened, and that's what happened.

0:34:09.760 --> 0:34:14.400
<v Speaker 1>Mm hmm. That's it pretty well at any rate. The

0:34:14.440 --> 0:34:17.319
<v Speaker 1>other thing to keep in mind is that before we

0:34:17.360 --> 0:34:19.840
<v Speaker 1>talk about how the court described these games, because it

0:34:19.920 --> 0:34:23.680
<v Speaker 1>is pretty awesome. Uh. The the other thing to remember

0:34:23.800 --> 0:34:27.320
<v Speaker 1>is that Casey munch Kid came out on the Odyssey

0:34:27.360 --> 0:34:32.160
<v Speaker 1>before Atari's uh Port, I guess Port is probably being

0:34:32.160 --> 0:34:35.799
<v Speaker 1>way too generous, before Atari's version of pac Man could

0:34:35.840 --> 0:34:40.840
<v Speaker 1>come out for the hundred, So that was also an issue.

0:34:41.040 --> 0:34:44.400
<v Speaker 1>Was that seeing this this other home video game representation

0:34:44.520 --> 0:34:46.880
<v Speaker 1>of a very similar idea come out on a different

0:34:46.920 --> 0:34:51.000
<v Speaker 1>console before Atari could have its version come out on

0:34:51.040 --> 0:34:55.320
<v Speaker 1>the dred that could I'm guessing that also gave Atari

0:34:55.440 --> 0:34:58.920
<v Speaker 1>some some ammunition to say, look, they're even trying to

0:35:00.280 --> 0:35:02.240
<v Speaker 1>to edge us out before we can get our product

0:35:02.320 --> 0:35:05.760
<v Speaker 1>on store shelves. But let's talk about how the court

0:35:05.880 --> 0:35:12.000
<v Speaker 1>described these games. So, uh, these descriptions are written up

0:35:12.000 --> 0:35:17.120
<v Speaker 1>in court documents. You can actually read the full descriptions because, uh,

0:35:17.200 --> 0:35:20.840
<v Speaker 1>they're pretty long, but you pulled out an excerpt that

0:35:20.880 --> 0:35:24.640
<v Speaker 1>I think is pretty awesome for the description of of

0:35:24.640 --> 0:35:27.719
<v Speaker 1>of what pac Man is. So this is directly from

0:35:27.760 --> 0:35:30.520
<v Speaker 1>the court case and they're explaining the copyrighted work in

0:35:30.560 --> 0:35:33.239
<v Speaker 1>this case, pac Man, the copyright version a pac Man

0:35:33.320 --> 0:35:36.880
<v Speaker 1>is an electronic arcade maze chase game. Very basically the

0:35:37.000 --> 0:35:40.120
<v Speaker 1>game board, which appears on a television like screen, consists

0:35:40.120 --> 0:35:43.960
<v Speaker 1>of a fixed maze, a central character parenthesis expressed as

0:35:43.960 --> 0:35:49.280
<v Speaker 1>a gobbler UH or pursuit characters expressed as ghost monsters,

0:35:49.880 --> 0:35:53.760
<v Speaker 1>several hundred evenly spaced pink dots which line the pathways

0:35:53.760 --> 0:35:57.920
<v Speaker 1>of the maze or in large pink dots, power capsules

0:35:58.160 --> 0:36:01.040
<v Speaker 1>approximately located in each of the may His four corners,

0:36:01.080 --> 0:36:04.040
<v Speaker 1>and various colored fruit symbols which appear near the middle

0:36:04.040 --> 0:36:07.319
<v Speaker 1>of the maze during the play of the game. Yeah,

0:36:07.360 --> 0:36:10.600
<v Speaker 1>and it goes on to describe in great detail what

0:36:10.760 --> 0:36:13.799
<v Speaker 1>a pac Man game consists of, even going so far

0:36:13.840 --> 0:36:17.680
<v Speaker 1>as to explain how you accumulate points through uh having

0:36:17.680 --> 0:36:22.840
<v Speaker 1>your gobbler gobble pellets, including the power capsules, having having

0:36:22.880 --> 0:36:27.160
<v Speaker 1>your gobbler gobble, the various fruit symbols, as well as

0:36:27.200 --> 0:36:30.960
<v Speaker 1>having your gobbler gobble the ghosts. Whenever the power capsules

0:36:31.000 --> 0:36:35.240
<v Speaker 1>allow for role reversal and the hunter becomes or hunted

0:36:35.280 --> 0:36:37.680
<v Speaker 1>becomes the hunter, I guess in that case, I really

0:36:37.719 --> 0:36:40.320
<v Speaker 1>I really wish these like I wish these court descriptions

0:36:40.320 --> 0:36:42.480
<v Speaker 1>were like on the back of boxes when you bought

0:36:42.480 --> 0:36:45.359
<v Speaker 1>the game. When this period of vulnerability is about to end,

0:36:45.480 --> 0:36:48.920
<v Speaker 1>The monsters warned the player by flashing alternative alternately blue

0:36:48.920 --> 0:36:51.279
<v Speaker 1>and white, before ma turning to their original colors. To

0:36:51.320 --> 0:36:53.560
<v Speaker 1>be fair, this it sounds a lot like I mean,

0:36:53.760 --> 0:36:56.080
<v Speaker 1>these games when they got them for the home consoles

0:36:56.160 --> 0:37:00.359
<v Speaker 1>came with instruction booklets, and sometimes the descriptions sounded kind

0:37:00.400 --> 0:37:04.120
<v Speaker 1>of like that. So I wrote a little note here

0:37:04.160 --> 0:37:07.479
<v Speaker 1>where because I read the same the same court notes

0:37:07.520 --> 0:37:10.120
<v Speaker 1>as I as did. And I love the fact that

0:37:10.200 --> 0:37:15.960
<v Speaker 1>when they were referencing the Casey Munchkin game, which you know,

0:37:16.040 --> 0:37:19.239
<v Speaker 1>they point out had a lot of the same elements

0:37:19.280 --> 0:37:23.279
<v Speaker 1>as the pac Man game, they said that the ghost monsters,

0:37:23.320 --> 0:37:26.360
<v Speaker 1>the three ghost sponsors and Casey Munchkin, rather than the

0:37:26.400 --> 0:37:30.360
<v Speaker 1>four in pac Man, were quote much spookier in quote

0:37:31.160 --> 0:37:33.520
<v Speaker 1>that's right, because they have like little tentacles or or

0:37:33.920 --> 0:37:37.840
<v Speaker 1>beat or something like that, and they creepily move, and

0:37:37.880 --> 0:37:41.280
<v Speaker 1>they also have antenna, so they're they're they're extra animated.

0:37:41.320 --> 0:37:42.759
<v Speaker 1>I believe that was one of the other things they

0:37:42.760 --> 0:37:44.440
<v Speaker 1>wanted to make sure the game look different, and it

0:37:44.480 --> 0:37:48.480
<v Speaker 1>does look pretty different. There's a cool little corral in

0:37:48.480 --> 0:37:52.640
<v Speaker 1>the middle that changes versus compared to the corral with

0:37:52.719 --> 0:37:54.799
<v Speaker 1>the pac Man. Yeah, yeah, and the pac Man it's

0:37:54.880 --> 0:37:56.960
<v Speaker 1>one box that has the ghosts in, and the ghosts

0:37:56.960 --> 0:37:58.880
<v Speaker 1>all come out at the top of the box. In

0:37:59.440 --> 0:38:02.400
<v Speaker 1>Casey Chikin, all the ghosts are piled on top of

0:38:02.440 --> 0:38:06.000
<v Speaker 1>each other. The box is it's like a three sided box.

0:38:06.040 --> 0:38:09.960
<v Speaker 1>There's a there's one side missing, and it rotates ninety

0:38:10.040 --> 0:38:12.920
<v Speaker 1>degrees every few seconds. So the ghost can only come

0:38:12.960 --> 0:38:15.799
<v Speaker 1>out one direction, depending upon you know, whichever way the

0:38:15.840 --> 0:38:18.239
<v Speaker 1>box is facing at that given moment. That's the only

0:38:18.400 --> 0:38:20.560
<v Speaker 1>way the ghost can come out, which is kind of interesting.

0:38:20.760 --> 0:38:24.399
<v Speaker 1>I guess it could be a strategic benefit depending upon

0:38:24.440 --> 0:38:28.759
<v Speaker 1>where you're munchkin was at that given moment. They also

0:38:28.800 --> 0:38:32.080
<v Speaker 1>said that the Gobbler and Casey Munchkin has a personality,

0:38:32.200 --> 0:38:35.960
<v Speaker 1>and that pact Man didn't, so sick burn. Yeah, that

0:38:35.960 --> 0:38:39.160
<v Speaker 1>that is a pretty interesting Uh what do you call

0:38:39.640 --> 0:38:42.960
<v Speaker 1>expression observation by the court. I'm not exactly sure how

0:38:43.080 --> 0:38:46.480
<v Speaker 1>Casey shows a personality as a somewhat of a diamond

0:38:46.520 --> 0:38:50.759
<v Speaker 1>shaped blue face. Gobbler, well, he he does he if

0:38:50.800 --> 0:38:55.680
<v Speaker 1>he wins, like if you clear out a level, he smiles.

0:38:55.920 --> 0:38:59.240
<v Speaker 1>It turns so that it's facing like the faces facing

0:38:59.320 --> 0:39:02.160
<v Speaker 1>the view were as opposed to being in profile and

0:39:02.200 --> 0:39:04.400
<v Speaker 1>you get a smile. Looks kind of like Kermit the

0:39:04.400 --> 0:39:07.279
<v Speaker 1>Frog smiling. If Kermit also had like little horns or

0:39:07.320 --> 0:39:10.560
<v Speaker 1>antenna on top of his head. And then uh, if

0:39:10.920 --> 0:39:15.200
<v Speaker 1>he got gobbled by a ghost, he frowns before disappearing.

0:39:15.719 --> 0:39:19.160
<v Speaker 1>So there's the fact that he could smile and frowned

0:39:19.160 --> 0:39:22.560
<v Speaker 1>apparently gives him some personality. I think Pacman has got

0:39:22.600 --> 0:39:26.160
<v Speaker 1>a personality just all business. She's like, I got no

0:39:26.239 --> 0:39:29.520
<v Speaker 1>time for smiling, no time for frowning, died. There are

0:39:29.600 --> 0:39:32.520
<v Speaker 1>pellets for chomping, all right, I gotta I gotta end

0:39:32.600 --> 0:39:35.200
<v Speaker 1>up chomping these pellets. There there could be a tricycle

0:39:35.239 --> 0:39:37.040
<v Speaker 1>that shows up at some point that I need to eat.

0:39:37.640 --> 0:39:40.919
<v Speaker 1>Obviously very cautious, you know, fruit keeps disappearing on I mean,

0:39:41.080 --> 0:39:43.840
<v Speaker 1>it might be paranoid. I believe pac Man might be

0:39:43.840 --> 0:39:45.600
<v Speaker 1>a little paranoid. But maybe I'm reading too much. It

0:39:45.680 --> 0:39:48.080
<v Speaker 1>might be you might be projecting on pac Man. Here

0:39:48.880 --> 0:39:52.080
<v Speaker 1>is two. So this is a very it's just fun

0:39:52.120 --> 0:39:54.480
<v Speaker 1>to hear the way they describe these games. They have

0:39:54.520 --> 0:39:56.120
<v Speaker 1>to think of it in the abstract because this is

0:39:56.160 --> 0:39:58.799
<v Speaker 1>partially this is not partially. This is very important to

0:39:58.880 --> 0:40:02.840
<v Speaker 1>determine what parts of this game can be protected by copyright,

0:40:02.920 --> 0:40:05.879
<v Speaker 1>what part isn't. Because again, if there's only one way

0:40:05.880 --> 0:40:08.960
<v Speaker 1>to do something, well it's like the meteor case. And

0:40:09.040 --> 0:40:11.319
<v Speaker 1>if there's more than one way, and I mean like

0:40:11.440 --> 0:40:14.040
<v Speaker 1>in in significant ways it's more than one way to

0:40:14.080 --> 0:40:17.719
<v Speaker 1>do something, well, maybe that's infringement. Yeah. So some of

0:40:17.719 --> 0:40:19.120
<v Speaker 1>the things we need to point out or some of

0:40:19.120 --> 0:40:21.399
<v Speaker 1>the differences between these games, because they sound like they're

0:40:21.440 --> 0:40:24.560
<v Speaker 1>fairly similar, but there were a lot of interesting differences

0:40:24.600 --> 0:40:29.240
<v Speaker 1>between the two. U One was that in in Pact Man,

0:40:29.280 --> 0:40:33.560
<v Speaker 1>you have these hundreds of pellets, presumably depending on depending

0:40:33.640 --> 0:40:37.759
<v Speaker 1>upon how it's depicted. Obviously, the Atari version was a

0:40:37.840 --> 0:40:40.200
<v Speaker 1>lot more limited. The Atari Home game version was a

0:40:40.200 --> 0:40:43.680
<v Speaker 1>lot more limited than the the the Arcade version. But

0:40:45.040 --> 0:40:48.640
<v Speaker 1>Casey Munchkin they had twelve dots per level. The dots

0:40:48.680 --> 0:40:51.560
<v Speaker 1>could actually move through the maze, however, so it gave

0:40:51.600 --> 0:40:55.800
<v Speaker 1>an extra element of challenge. Plus, in the Casey Munchkin maze,

0:40:55.840 --> 0:40:58.359
<v Speaker 1>there was one pathway that would end with a dead end,

0:40:58.800 --> 0:41:01.279
<v Speaker 1>so you had to be careful. If the dot was

0:41:01.360 --> 0:41:03.440
<v Speaker 1>down there and you need to retrieve it, you had

0:41:03.480 --> 0:41:05.720
<v Speaker 1>to make sure you could do so and get out

0:41:05.800 --> 0:41:08.239
<v Speaker 1>before being trapped by a ghost because there's no other

0:41:08.280 --> 0:41:15.560
<v Speaker 1>way out. Um. It also had different different game options

0:41:15.680 --> 0:41:19.120
<v Speaker 1>with Casey Munchkin, including one that would turn the level

0:41:19.280 --> 0:41:22.319
<v Speaker 1>invisible around you whenever you moved, so you had to

0:41:22.320 --> 0:41:24.080
<v Speaker 1>stay still, like if you hit a if you hit

0:41:24.120 --> 0:41:25.920
<v Speaker 1>a wall and you couldn't move any further, you have

0:41:26.000 --> 0:41:28.480
<v Speaker 1>to stop so that it would show up and you

0:41:28.480 --> 0:41:30.560
<v Speaker 1>could see whether you could turn in a different direction

0:41:30.640 --> 0:41:32.920
<v Speaker 1>or if you need to back out or whatever. So

0:41:33.000 --> 0:41:37.759
<v Speaker 1>that was also interesting. They also talked about how the

0:41:37.880 --> 0:41:41.399
<v Speaker 1>pellets would be the power pellets and Casey Munchkin because

0:41:41.400 --> 0:41:43.319
<v Speaker 1>there were power power pellets in that as well. It

0:41:43.360 --> 0:41:46.200
<v Speaker 1>also allowed you to turn the tables on the ghosts

0:41:46.280 --> 0:41:49.359
<v Speaker 1>the three ghosts in Casey Munchkin versus the Foreign pact

0:41:49.360 --> 0:41:52.640
<v Speaker 1>Man and chomp on them for a short amount of time,

0:41:53.120 --> 0:41:56.600
<v Speaker 1>but they were randomly distributed among those twelve pellets as

0:41:56.600 --> 0:41:58.799
<v Speaker 1>opposed to being in the four corners like it was

0:41:58.960 --> 0:42:01.799
<v Speaker 1>with pac Man. Uh So there were a lot of

0:42:01.800 --> 0:42:04.440
<v Speaker 1>differences here, a lot of In fact, I would argue

0:42:04.600 --> 0:42:09.080
<v Speaker 1>there appear to be more significant differences in the basic

0:42:09.920 --> 0:42:14.080
<v Speaker 1>presentation of the game than you saw with asteroids versus meteors.

0:42:14.400 --> 0:42:18.200
<v Speaker 1>If you were standing at an asteroids cabinet and you

0:42:18.239 --> 0:42:20.759
<v Speaker 1>were standing next to a meteor cabinet there next to

0:42:20.800 --> 0:42:22.279
<v Speaker 1>each other, you just standing in front of them, they

0:42:22.280 --> 0:42:24.640
<v Speaker 1>would look really similar. Okay, I'm not even kidding. They

0:42:24.680 --> 0:42:27.759
<v Speaker 1>look extraordinarily similar. Obviously once in color, once in black

0:42:27.760 --> 0:42:30.920
<v Speaker 1>and white. But if you put Casey Munchkin versus pac Man,

0:42:31.400 --> 0:42:34.240
<v Speaker 1>there is a distinct difference. I mean even the actual

0:42:34.400 --> 0:42:37.000
<v Speaker 1>maze when it comes to the styling of the maze.

0:42:37.320 --> 0:42:41.640
<v Speaker 1>Instead of it being this kind of rounded, hollow kind

0:42:41.680 --> 0:42:45.880
<v Speaker 1>of maze, you have these very hard lines their purple

0:42:46.200 --> 0:42:48.680
<v Speaker 1>and you do that moving corral in the middle. That's

0:42:48.719 --> 0:42:51.319
<v Speaker 1>that sounds pretty interesting. And then there is this the

0:42:51.320 --> 0:42:53.439
<v Speaker 1>mention of the dots, like you were saying that move

0:42:53.680 --> 0:42:57.080
<v Speaker 1>in Casey Munchkin Versus Pacman, which are stationary. But there's

0:42:57.080 --> 0:42:59.359
<v Speaker 1>this great line in here. It says, you know, as

0:42:59.360 --> 0:43:01.960
<v Speaker 1>the gobbler ches more dots, the speed of the remaining

0:43:02.000 --> 0:43:04.320
<v Speaker 1>dots progressively increases, and the last dot moves at the

0:43:04.360 --> 0:43:06.360
<v Speaker 1>same speed as the gobbler. And the words of the

0:43:06.400 --> 0:43:10.280
<v Speaker 1>district Court, the last dot cannot be caught by overtaking it.

0:43:10.280 --> 0:43:15.560
<v Speaker 1>It must be munched by strategy. So there's an actual

0:43:15.640 --> 0:43:17.640
<v Speaker 1>That's a great line. It's true though, if you have

0:43:17.680 --> 0:43:19.560
<v Speaker 1>if you have to have the strategy elements, you don't

0:43:19.600 --> 0:43:22.160
<v Speaker 1>have the exact same thing in pac Man. You have

0:43:22.239 --> 0:43:24.040
<v Speaker 1>that double wrap around maze where you can just leave

0:43:24.040 --> 0:43:26.040
<v Speaker 1>for the right, show up on the left. This this

0:43:26.520 --> 0:43:29.239
<v Speaker 1>game is so far it sounds very different. And as

0:43:29.239 --> 0:43:33.319
<v Speaker 1>a student, I'm thinking, well, clearly the casey Munchkin ganned gang,

0:43:33.320 --> 0:43:36.600
<v Speaker 1>it's going to be fine. But nope, No, the court

0:43:36.640 --> 0:43:39.160
<v Speaker 1>finds in favor of Atari, and you might say, well,

0:43:39.200 --> 0:43:42.120
<v Speaker 1>how the heck can that happen? Got a little bit

0:43:42.120 --> 0:43:45.200
<v Speaker 1>more to say about the biggest lawsuits in gaming history,

0:43:45.280 --> 0:43:55.520
<v Speaker 1>but first let's take this quick break. So one of

0:43:55.560 --> 0:44:01.240
<v Speaker 1>the elements that came to um Atari's aid not on purpose,

0:44:01.280 --> 0:44:03.880
<v Speaker 1>I mean, this was just something that that ended up

0:44:03.920 --> 0:44:08.120
<v Speaker 1>supporting Atari's argument was that when you're looking at the

0:44:08.160 --> 0:44:13.279
<v Speaker 1>implementation of a a maze chase game, they actually categorized

0:44:13.320 --> 0:44:16.640
<v Speaker 1>it as a maze chase game. The court was able

0:44:16.680 --> 0:44:20.360
<v Speaker 1>to look at other games that are also within the

0:44:20.360 --> 0:44:24.319
<v Speaker 1>category of maze chase games but are designed in a

0:44:24.480 --> 0:44:30.560
<v Speaker 1>very different, distinct way from pac Man, and so the

0:44:30.680 --> 0:44:34.600
<v Speaker 1>argument could be made there are other ways to depict

0:44:35.280 --> 0:44:39.120
<v Speaker 1>this style of game without relying upon the same basic

0:44:39.160 --> 0:44:43.799
<v Speaker 1>design elements that pac Man used, and that ended up

0:44:43.840 --> 0:44:46.719
<v Speaker 1>being the crux of the argument. Right, I think it

0:44:46.760 --> 0:44:48.799
<v Speaker 1>wasn't one of them. I think it's a rally X

0:44:48.920 --> 0:44:51.120
<v Speaker 1>was the name of the game, one of the ones

0:44:51.160 --> 0:44:56.440
<v Speaker 1>that they referenced. So uh, they actually said that because

0:44:56.920 --> 0:45:01.120
<v Speaker 1>they the Casey Munchkin ended up copying elements of pac

0:45:01.160 --> 0:45:04.719
<v Speaker 1>Man that were integral to what pac Man is. You know,

0:45:04.719 --> 0:45:08.279
<v Speaker 1>it wasn't just uh, a facet of pac Man. That

0:45:08.320 --> 0:45:10.759
<v Speaker 1>didn't really matter. If that had been the case, it

0:45:10.840 --> 0:45:14.120
<v Speaker 1>might have gone a different way. They said that it's

0:45:14.239 --> 0:45:17.759
<v Speaker 1>it's fundamentally copying the what what I guess you could

0:45:17.800 --> 0:45:22.760
<v Speaker 1>argue is the essence of pac Man, and that therefore, uh,

0:45:22.800 --> 0:45:26.120
<v Speaker 1>this ended up being Atari had a case, like a

0:45:26.200 --> 0:45:30.160
<v Speaker 1>legitimate case against the Casey Munchkin game, and they even

0:45:30.160 --> 0:45:33.960
<v Speaker 1>said that here's a quote. It is enough that substantial

0:45:34.040 --> 0:45:38.480
<v Speaker 1>parts were lifted. No plagiarist can excuse the wrong by

0:45:38.520 --> 0:45:41.120
<v Speaker 1>showing how much of his work he did not pirate,

0:45:41.160 --> 0:45:44.239
<v Speaker 1>which actually came from a previous case. They use that

0:45:44.320 --> 0:45:48.720
<v Speaker 1>as a precedent to state that it doesn't matter if

0:45:48.880 --> 0:45:53.360
<v Speaker 1>you have a lot of original work that is surrounding

0:45:53.960 --> 0:45:57.439
<v Speaker 1>a kernel, if that colonel has been stolen from someone else,

0:45:57.480 --> 0:46:01.120
<v Speaker 1>if it's a significant part of someone else's work. And

0:46:01.160 --> 0:46:04.200
<v Speaker 1>this starts to kind of creep into the concept of

0:46:04.200 --> 0:46:06.880
<v Speaker 1>fair use as well, because fair use has elements in

0:46:06.920 --> 0:46:11.759
<v Speaker 1>it where you're not just concerned with how much was copied,

0:46:12.200 --> 0:46:15.880
<v Speaker 1>but what was the nature of the copied material. So,

0:46:15.920 --> 0:46:20.520
<v Speaker 1>in other words, if I As right something, and uh,

0:46:20.560 --> 0:46:24.120
<v Speaker 1>and I end up copying only a small amount of

0:46:24.120 --> 0:46:27.800
<v Speaker 1>what i As has written, it's I've written my own article.

0:46:28.360 --> 0:46:30.879
<v Speaker 1>I'm not citing i As so much as I am

0:46:30.920 --> 0:46:34.400
<v Speaker 1>taking something he's written and incorporating it within my own work.

0:46:34.960 --> 0:46:36.960
<v Speaker 1>It may be that I've only taken a couple of

0:46:37.000 --> 0:46:39.920
<v Speaker 1>sentences from i As, and you might think, well, that

0:46:40.000 --> 0:46:42.799
<v Speaker 1>should be fair use because it's a small amount. It's not,

0:46:43.080 --> 0:46:45.960
<v Speaker 1>especially if i As had published a very long piece

0:46:46.280 --> 0:46:49.839
<v Speaker 1>from which I took those couple of sentences. But if

0:46:49.880 --> 0:46:53.080
<v Speaker 1>those couple of sentences are at the very heart of

0:46:53.080 --> 0:46:56.400
<v Speaker 1>what i As was writing about, if that is instrumental

0:46:56.520 --> 0:46:59.319
<v Speaker 1>in the point he was making, a court might say, well, no,

0:46:59.480 --> 0:47:02.320
<v Speaker 1>this is a case of plagiarism. You're not. It doesn't

0:47:02.360 --> 0:47:05.160
<v Speaker 1>matter that it was two sentences. What matters is the

0:47:05.239 --> 0:47:07.560
<v Speaker 1>nature of what was written, and that was part of

0:47:07.600 --> 0:47:10.440
<v Speaker 1>what played into the court's decision in this case, saying

0:47:10.480 --> 0:47:14.160
<v Speaker 1>that the elements that were taken, while you can argue

0:47:14.160 --> 0:47:18.040
<v Speaker 1>they were augmented or tweaked or changed or enhanced or

0:47:18.040 --> 0:47:21.640
<v Speaker 1>however you want to put it, they are the crucial

0:47:21.680 --> 0:47:25.600
<v Speaker 1>elements of what makes pac Man pac Man. Yeah. So

0:47:26.000 --> 0:47:28.000
<v Speaker 1>one of the other big things about this, like there,

0:47:28.719 --> 0:47:31.399
<v Speaker 1>as you were saying, you get copyright protection on lots

0:47:31.400 --> 0:47:33.320
<v Speaker 1>of different things. And if there's a couple of sentences

0:47:33.320 --> 0:47:35.120
<v Speaker 1>you took for me, and it's it's at the essence

0:47:35.200 --> 0:47:37.400
<v Speaker 1>or it's the real crux of what I've been writing,

0:47:37.920 --> 0:47:39.600
<v Speaker 1>that could be taken as pleasureism. But there's a lot

0:47:39.640 --> 0:47:43.480
<v Speaker 1>of things that aren't taken as infringement that there's a

0:47:43.680 --> 0:47:46.760
<v Speaker 1>illegal term for its. It scenes a fair It's basically

0:47:46.800 --> 0:47:50.800
<v Speaker 1>having events that naturally would follow. So if somebody decides

0:47:50.840 --> 0:47:53.080
<v Speaker 1>to have I don't know, like let's say a three

0:47:53.080 --> 0:47:55.520
<v Speaker 1>part story arc where you have like a guy and

0:47:55.560 --> 0:47:57.560
<v Speaker 1>a girl and they meet and act one and then

0:47:57.560 --> 0:47:59.439
<v Speaker 1>the act two they break up, and an act three

0:47:59.440 --> 0:48:05.719
<v Speaker 1>they get back together. You can't copyright that. That structure, right,

0:48:05.760 --> 0:48:08.640
<v Speaker 1>because that's that's natural. Less seems like how things work.

0:48:08.800 --> 0:48:10.640
<v Speaker 1>And if that actually happened, they would only be like

0:48:10.719 --> 0:48:13.160
<v Speaker 1>one rom com right, that the only one romantic comedy,

0:48:13.160 --> 0:48:15.719
<v Speaker 1>that the only ones ever existed, and it could never happen.

0:48:15.760 --> 0:48:17.359
<v Speaker 1>Tom Hanks would have been out of work in the

0:48:17.480 --> 0:48:20.240
<v Speaker 1>late nineties exactly, or he would be doing the reboot

0:48:20.360 --> 0:48:22.879
<v Speaker 1>every two years and they would re license it. Uh.

0:48:22.920 --> 0:48:26.239
<v Speaker 1>And so the scenes of pac Man, the things that

0:48:26.440 --> 0:48:30.120
<v Speaker 1>would make sense that anybody could copy, is what the

0:48:30.120 --> 0:48:32.080
<v Speaker 1>court was saying here. With certain things the maze and

0:48:32.120 --> 0:48:34.799
<v Speaker 1>scoring table or standard game devices, So anybody can have

0:48:34.840 --> 0:48:37.400
<v Speaker 1>a maze and scoring table, nothing wrong with that. The

0:48:37.400 --> 0:48:40.799
<v Speaker 1>tunnel exits are nothing more than commonly used wrap around

0:48:40.840 --> 0:48:44.040
<v Speaker 1>concept adapted to amaze chase games. That's fine. You want

0:48:44.040 --> 0:48:47.680
<v Speaker 1>to use dots, that's fine. And the real problem here

0:48:48.120 --> 0:48:52.040
<v Speaker 1>was the fans of ful creations pac Man and Ghosts

0:48:52.719 --> 0:48:56.480
<v Speaker 1>that they're this gobbling character that just like wanders around

0:48:56.719 --> 0:49:01.080
<v Speaker 1>popping pills and being chased by ghosts. This starting to

0:49:01.080 --> 0:49:05.919
<v Speaker 1>sound like an episode of Breaking Bad. This particular implementation,

0:49:05.960 --> 0:49:09.640
<v Speaker 1>this expression is pac Man, This is you can do anything.

0:49:09.719 --> 0:49:12.040
<v Speaker 1>Riley X is a car game. Do you have a

0:49:12.040 --> 0:49:14.279
<v Speaker 1>car running around, and it's probably trying to pick up

0:49:14.520 --> 0:49:18.240
<v Speaker 1>some kind of points based item, maybe it's gas canisters

0:49:18.320 --> 0:49:20.440
<v Speaker 1>or whatever. The heck, you would have never play their

0:49:20.480 --> 0:49:22.680
<v Speaker 1>pellets pellets as well. I had that game as well.

0:49:22.920 --> 0:49:25.000
<v Speaker 1>So you've got pellets. But and you're gonna have a

0:49:25.000 --> 0:49:27.560
<v Speaker 1>scoring table on the top left. Nobody's saying you can't

0:49:27.560 --> 0:49:29.879
<v Speaker 1>have a scoring table. My scoring table in the middle

0:49:29.880 --> 0:49:31.440
<v Speaker 1>of the screen where so you can't see it. That'd

0:49:31.440 --> 0:49:34.799
<v Speaker 1>be ridiculous. There's lots of different elements that you can

0:49:34.840 --> 0:49:40.440
<v Speaker 1>do in a similar game. But if you're just a ghost,

0:49:40.480 --> 0:49:43.600
<v Speaker 1>that's not ghost. If you're if you're a gobbler, you

0:49:43.760 --> 0:49:46.520
<v Speaker 1>better look a little different as a gobbler. That's basically

0:49:46.520 --> 0:49:48.839
<v Speaker 1>the point and the monster. The monster is coming after

0:49:48.920 --> 0:49:52.160
<v Speaker 1>you better not be ghost monsters if you If if

0:49:52.200 --> 0:49:55.680
<v Speaker 1>those elements are similar enough to pac Man, then it's

0:49:55.840 --> 0:49:58.560
<v Speaker 1>very hard for you to make a commencing argument that

0:49:58.600 --> 0:50:01.160
<v Speaker 1>you weren't copying pac Man in This could be a

0:50:01.160 --> 0:50:03.760
<v Speaker 1>Frankenstein game, right. You can have Frankenstein's monster running around

0:50:03.760 --> 0:50:05.600
<v Speaker 1>he's trying to get pellets or I don't know, other

0:50:05.640 --> 0:50:07.719
<v Speaker 1>body parts might be a little bit disturbing at that

0:50:07.840 --> 0:50:11.080
<v Speaker 1>level of game being chased by villagers. That would be

0:50:11.400 --> 0:50:14.359
<v Speaker 1>effectively similar. Right, it sounds like a pac Man game

0:50:14.400 --> 0:50:16.960
<v Speaker 1>to me, but the expression is very different. Not granted,

0:50:16.960 --> 0:50:20.279
<v Speaker 1>it would require all kinds of other licenses. Potentially, uh

0:50:20.400 --> 0:50:22.040
<v Speaker 1>if if there was a movie out at the time

0:50:22.120 --> 0:50:24.360
<v Speaker 1>or whatever is going on, and the Court's like, listen,

0:50:24.360 --> 0:50:28.080
<v Speaker 1>this is going to cause Atari a reparable harm. Atari

0:50:28.120 --> 0:50:30.200
<v Speaker 1>doesn't even have the game out, and you have something

0:50:30.200 --> 0:50:34.319
<v Speaker 1>that looks just like, well, it's something that's the very

0:50:34.400 --> 0:50:36.399
<v Speaker 1>very similar to the point where there is infringement. You're

0:50:36.440 --> 0:50:40.640
<v Speaker 1>infringing on Atari's copyright. If they don't have this game stopped,

0:50:41.160 --> 0:50:43.800
<v Speaker 1>they're gonna lose market share. This could be damaging. And

0:50:44.080 --> 0:50:46.160
<v Speaker 1>the court makes mention it's kind of funny to even

0:50:46.200 --> 0:50:49.120
<v Speaker 1>read something like this. They know the Odyssey games cannot

0:50:49.120 --> 0:50:53.080
<v Speaker 1>be played in an Atari, nor vice versa. It's like, well, yeah,

0:50:53.120 --> 0:50:55.279
<v Speaker 1>of course not. But this was a concept that was

0:50:55.360 --> 0:50:57.520
<v Speaker 1>kind of important because if Atari wasn't losing sales of

0:50:57.560 --> 0:51:00.200
<v Speaker 1>its console, that would be very different. Actually might be

0:51:00.239 --> 0:51:03.120
<v Speaker 1>a little different, but in this case that look, you

0:51:03.160 --> 0:51:05.399
<v Speaker 1>can't sell this game right now because you're causing them

0:51:05.719 --> 0:51:07.919
<v Speaker 1>huge harm. And I guess sent back to the lower

0:51:07.960 --> 0:51:11.520
<v Speaker 1>court to follow along with this to issue the injunction. Yeah,

0:51:11.560 --> 0:51:14.760
<v Speaker 1>and in fact, here's another quote from the court finding

0:51:14.800 --> 0:51:18.799
<v Speaker 1>which does not necessarily put gamers in a very good light.

0:51:19.160 --> 0:51:23.839
<v Speaker 1>It's kind of a backhanded comment. Video games, unlike an

0:51:23.960 --> 0:51:28.239
<v Speaker 1>artist's painting or even other audio visual works, appealed to

0:51:28.280 --> 0:51:33.160
<v Speaker 1>an audience that is fairly undiscriminating insofar as their concern

0:51:33.280 --> 0:51:37.840
<v Speaker 1>about more subtle differences in artistic expression. The main attraction

0:51:37.880 --> 0:51:40.319
<v Speaker 1>of a game such as Pac Man lies in the

0:51:40.360 --> 0:51:44.439
<v Speaker 1>stimulation provided by the intensity of the competition. A person

0:51:44.480 --> 0:51:47.760
<v Speaker 1>who is entranced by the play of the game quote

0:51:47.880 --> 0:51:51.600
<v Speaker 1>would be disposed to overlook end quote. Many of the

0:51:51.680 --> 0:51:55.960
<v Speaker 1>minor differences in detail and quote regard their aesthetic appeal

0:51:56.080 --> 0:52:00.520
<v Speaker 1>as the same end quote. That does sound very damning

0:52:00.640 --> 0:52:04.040
<v Speaker 1>to the general video game playing public of two Like

0:52:04.080 --> 0:52:06.719
<v Speaker 1>you guys, don't you guys don't care about the details.

0:52:06.800 --> 0:52:09.200
<v Speaker 1>You just want the feeling you get when you play

0:52:09.239 --> 0:52:12.960
<v Speaker 1>a game like this. Well, I mean, as you were

0:52:13.239 --> 0:52:15.120
<v Speaker 1>reading that back, and I've seen that line a bunch

0:52:15.120 --> 0:52:16.719
<v Speaker 1>of times, it just struck me. Now, you know, the

0:52:16.760 --> 0:52:21.439
<v Speaker 1>whole think about everything that people when when Apple gets

0:52:21.520 --> 0:52:24.279
<v Speaker 1>upset of people, they're like, hey, look, you're copying our

0:52:24.360 --> 0:52:26.879
<v Speaker 1>stuff and they're not going to care that it's not us.

0:52:27.000 --> 0:52:29.200
<v Speaker 1>That's effectively the same argument, isn't it. They're saying, wait

0:52:29.200 --> 0:52:31.520
<v Speaker 1>a minute, wait a minute, they're gonna buy your thing

0:52:31.520 --> 0:52:33.200
<v Speaker 1>because it looks like my thing, and then they don't

0:52:33.200 --> 0:52:36.080
<v Speaker 1>really care that it's actually ours, And effectively it's the

0:52:36.080 --> 0:52:38.680
<v Speaker 1>same argument that the court says there, although it does

0:52:38.800 --> 0:52:44.040
<v Speaker 1>seriously sound patronizing. Yeah, the undiscriminating the one I want

0:52:44.080 --> 0:52:46.000
<v Speaker 1>to say, the unwashed masses who play video games and

0:52:46.040 --> 0:52:52.080
<v Speaker 1>the pizza parlors can't appreciate. You can't appreciate here kids.

0:52:52.440 --> 0:52:54.840
<v Speaker 1>So another another thing that I think is kind of funny.

0:52:54.880 --> 0:52:58.920
<v Speaker 1>It's it's sort of um uh, you know, tragically ironic

0:52:59.360 --> 0:53:04.480
<v Speaker 1>when you get onto it is. Ultimately, Atari's pac Man

0:53:04.640 --> 0:53:08.359
<v Speaker 1>version for the was awful and is often cited as

0:53:08.440 --> 0:53:12.680
<v Speaker 1>one of the many reasons why the company suffered so

0:53:12.760 --> 0:53:18.120
<v Speaker 1>much uh so many setbacks bree and partly why the

0:53:18.400 --> 0:53:21.800
<v Speaker 1>video game crash the home video game crash three happened.

0:53:22.480 --> 0:53:25.640
<v Speaker 1>It was that they had spent a lot of money

0:53:25.760 --> 0:53:29.560
<v Speaker 1>two create this pac Man game. They rushed it so

0:53:29.640 --> 0:53:31.680
<v Speaker 1>that they could get it out in time for the

0:53:31.760 --> 0:53:35.480
<v Speaker 1>Christmas season it came out, and it was a huge

0:53:35.640 --> 0:53:38.759
<v Speaker 1>letdown because it was such a pale comparison to the

0:53:38.920 --> 0:53:45.160
<v Speaker 1>Arcade experience that it was the actual pac Man game

0:53:45.320 --> 0:53:51.319
<v Speaker 1>that Attari made ultimately is what damaged the company's actual, uh,

0:53:51.480 --> 0:53:56.280
<v Speaker 1>you know, reputation. It wasn't that some other game company

0:53:56.360 --> 0:54:00.600
<v Speaker 1>created a game like pac Man and that damaged Attari's reputation.

0:54:00.920 --> 0:54:04.719
<v Speaker 1>It was Atari's own actions that ultimately damaged its reputation.

0:54:04.719 --> 0:54:08.040
<v Speaker 1>Now that is immaterial for this case, has nothing to

0:54:08.040 --> 0:54:11.360
<v Speaker 1>do with this case. It's just an interesting little side note.

0:54:11.960 --> 0:54:14.839
<v Speaker 1>I'm very curious if I have to look this up.

0:54:14.880 --> 0:54:17.000
<v Speaker 1>I should have looked this up before this show. If

0:54:17.080 --> 0:54:21.000
<v Speaker 1>Atari ever tried to reach out to Phillips after they

0:54:21.040 --> 0:54:23.279
<v Speaker 1>saw the progress of the pac Man game where they

0:54:23.280 --> 0:54:26.120
<v Speaker 1>have dashes instead of dots. It's like, clearly average when

0:54:26.120 --> 0:54:27.680
<v Speaker 1>he's making his game for Phillips, he knows how to

0:54:27.680 --> 0:54:29.799
<v Speaker 1>put dots there. So I don't know why pac Man

0:54:29.880 --> 0:54:32.680
<v Speaker 1>didn't have it. This kind of curious why they weren't like, hey, buddy,

0:54:33.200 --> 0:54:36.840
<v Speaker 1>how about we give you a license now ours looks horrible.

0:54:36.840 --> 0:54:39.320
<v Speaker 1>We're really sorry about that whole doing you thing. Yeah,

0:54:39.360 --> 0:54:43.440
<v Speaker 1>maybe we'll have Casey Munchkin, come on over and be

0:54:43.560 --> 0:54:48.360
<v Speaker 1>renamed pac Man for the at and yeah, and also

0:54:48.520 --> 0:54:51.920
<v Speaker 1>here's something else those I'm kind of curious about. So

0:54:53.000 --> 0:54:56.920
<v Speaker 1>we we established in the Asteroids versus Meteor's case, the

0:54:56.960 --> 0:55:01.000
<v Speaker 1>court had decided that the express of the idea was

0:55:01.120 --> 0:55:05.799
<v Speaker 1>limited to the version that was in both games, and

0:55:05.840 --> 0:55:10.200
<v Speaker 1>that therefore the copyright claim did not hold up, or

0:55:10.239 --> 0:55:12.960
<v Speaker 1>at least did not. It wasn't an infringement because the

0:55:13.000 --> 0:55:16.560
<v Speaker 1>expression was limited by what we could do, and that

0:55:16.960 --> 0:55:21.040
<v Speaker 1>in the pac Man versus the Casey Munchkin one, it

0:55:21.160 --> 0:55:23.759
<v Speaker 1>was different in that the expression of the idea could

0:55:23.760 --> 0:55:28.000
<v Speaker 1>have taken different forms, as evidenced by these other Maze

0:55:28.080 --> 0:55:33.280
<v Speaker 1>Chase games, and therefore the claim of copyright infringement was valid.

0:55:34.480 --> 0:55:38.440
<v Speaker 1>What I wonder is that if there had been a game,

0:55:38.760 --> 0:55:43.239
<v Speaker 1>no matter how primitive, that had a similar premise to Asteroids,

0:55:43.280 --> 0:55:47.240
<v Speaker 1>and that you are commanding a spaceship through an asteroid belt,

0:55:47.680 --> 0:55:50.680
<v Speaker 1>and there are also enemy spaceships, and you have to

0:55:50.719 --> 0:55:53.880
<v Speaker 1>avoid both the asteroids and the enemies, but it was

0:55:53.920 --> 0:55:57.680
<v Speaker 1>in a different a different style, like let's say, it

0:55:57.800 --> 0:56:01.759
<v Speaker 1>isn't that first person view where you're inside a cockpit

0:56:01.880 --> 0:56:04.680
<v Speaker 1>and you're seeing the asteroids from the point of view

0:56:04.800 --> 0:56:08.480
<v Speaker 1>of the spaceship, and maybe you have some other elements

0:56:08.480 --> 0:56:11.200
<v Speaker 1>in the game that can alert you if if another

0:56:11.760 --> 0:56:16.480
<v Speaker 1>craft is either approaching you or there's an asteroid that's

0:56:16.480 --> 0:56:18.680
<v Speaker 1>heading towards you, so that you can maneuver the ship

0:56:18.719 --> 0:56:20.960
<v Speaker 1>out of the way and turn and fire on it.

0:56:21.320 --> 0:56:23.520
<v Speaker 1>If that had been the case, then the court would

0:56:23.640 --> 0:56:27.480
<v Speaker 1>be able to say, well, wait this. These two games

0:56:27.760 --> 0:56:31.520
<v Speaker 1>have the same basic premise of navigating a ship through

0:56:31.600 --> 0:56:35.600
<v Speaker 1>asteroids firing an enemy spacecraft, but have two very different

0:56:35.680 --> 0:56:39.719
<v Speaker 1>means of expression. In that case, I would imagine the

0:56:39.719 --> 0:56:42.840
<v Speaker 1>court would have had to have found Meteors guilty of

0:56:42.880 --> 0:56:48.840
<v Speaker 1>copyright infringement. Maybe not. And if Meteors is if okay,

0:56:48.880 --> 0:56:51.080
<v Speaker 1>there's how many different ways you can you show it?

0:56:51.080 --> 0:56:53.240
<v Speaker 1>You're saying the first person version. If you go first person,

0:56:53.719 --> 0:56:57.000
<v Speaker 1>you still have a field of rocks coming at you, Meteors, asteroids,

0:56:57.000 --> 0:56:58.879
<v Speaker 1>whatever you want to call them, space debreed still coming

0:56:58.880 --> 0:57:01.600
<v Speaker 1>at you. So you can even see these two games

0:57:01.600 --> 0:57:04.200
<v Speaker 1>is fictional game we're making up now that one could

0:57:04.200 --> 0:57:07.320
<v Speaker 1>be sued based on the concept of Hey, you're taking

0:57:07.680 --> 0:57:10.319
<v Speaker 1>our concept. People are not going to be discriminating you're

0:57:10.360 --> 0:57:14.000
<v Speaker 1>you're in a field, you're taking on Asteroids. That's Asteroids, man,

0:57:14.040 --> 0:57:17.880
<v Speaker 1>you're taking our game. So I don't know if the

0:57:17.960 --> 0:57:20.800
<v Speaker 1>case would have been decided differently because it's also it's

0:57:20.880 --> 0:57:23.480
<v Speaker 1>so early. I don't think the court might have had

0:57:23.520 --> 0:57:26.560
<v Speaker 1>the foresight to even think of a first person experience

0:57:27.040 --> 0:57:28.920
<v Speaker 1>in general. And you're talking about a primitive version if

0:57:28.960 --> 0:57:32.040
<v Speaker 1>it if it's so primitive that you have like several

0:57:32.120 --> 0:57:35.560
<v Speaker 1>lines to depict the cockpit, I'm just thinking, like, like,

0:57:35.600 --> 0:57:38.080
<v Speaker 1>what star Fox, that's a game that basically is that right,

0:57:38.120 --> 0:57:41.040
<v Speaker 1>it's super If you're like a primitive star Fox, would

0:57:41.080 --> 0:57:43.360
<v Speaker 1>that have worked. I'm just very curious because when I

0:57:43.360 --> 0:57:45.480
<v Speaker 1>saw this case way back when, the first thing I

0:57:45.520 --> 0:57:47.440
<v Speaker 1>thought of was Our Type. I don't know if you

0:57:47.440 --> 0:57:49.280
<v Speaker 1>played Our Type as a game, I'm like, that's like

0:57:49.320 --> 0:57:53.480
<v Speaker 1>Asteroids accept its side scroller and they have awesome alien

0:57:53.520 --> 0:57:56.000
<v Speaker 1>ships and actually it's kind of the same game as

0:57:56.080 --> 0:57:58.840
<v Speaker 1>After I started thinking about it, well, yeah, I think

0:57:59.080 --> 0:58:02.920
<v Speaker 1>I mean, if you could successfully make the argument of oh, sure,

0:58:03.000 --> 0:58:06.640
<v Speaker 1>we have the same idea as Asteroids, but our version

0:58:06.880 --> 0:58:10.040
<v Speaker 1>is a completely different expression of that idea than I

0:58:10.080 --> 0:58:15.040
<v Speaker 1>think you could follow into the category that meteors ultimately

0:58:15.080 --> 0:58:18.960
<v Speaker 1>fell into um that you well, except well, no, in

0:58:18.960 --> 0:58:20.600
<v Speaker 1>that case, actually you would say that you weren't. You

0:58:20.640 --> 0:58:23.600
<v Speaker 1>weren't infringing upon copyright at all, because you had you

0:58:23.640 --> 0:58:26.120
<v Speaker 1>had taken you know, you can't copyright that original idea.

0:58:26.280 --> 0:58:29.040
<v Speaker 1>So therefore, like your expression of that idea and our

0:58:29.040 --> 0:58:32.800
<v Speaker 1>expression of this idea are so fundamentally different from one

0:58:32.800 --> 0:58:36.200
<v Speaker 1>another that there's no copyright infringement, that these are two

0:58:36.320 --> 0:58:40.320
<v Speaker 1>very different game experiences that call upon the same thing.

0:58:40.320 --> 0:58:44.520
<v Speaker 1>Because otherwise the maze chase games, whichever one came first,

0:58:44.560 --> 0:58:47.440
<v Speaker 1>would be able to claim copyright infringement on all the others.

0:58:47.480 --> 0:58:51.720
<v Speaker 1>It wouldn't matter if the design was a car instead

0:58:51.760 --> 0:58:55.040
<v Speaker 1>of a gobbler, because you're saying, well, it's the exact

0:58:55.040 --> 0:58:59.720
<v Speaker 1>same experience. You're you're navigating a piece through a maze

0:59:00.200 --> 0:59:05.400
<v Speaker 1>being chased down by enemies. I mean, because this is

0:59:05.440 --> 0:59:08.800
<v Speaker 1>the kind of stuff that drives me nuts about copyright cases,

0:59:08.880 --> 0:59:15.160
<v Speaker 1>because it almost seems arbitrary. Uh, when you go case

0:59:15.200 --> 0:59:18.360
<v Speaker 1>by case like this and say, well, the logic that's

0:59:18.400 --> 0:59:20.600
<v Speaker 1>being applied in this one case seems like it's not

0:59:20.680 --> 0:59:23.200
<v Speaker 1>being applied in this other case. Now, in the ones

0:59:23.280 --> 0:59:26.320
<v Speaker 1>we've talked about. I understand the perspectives, and I even

0:59:26.360 --> 0:59:29.080
<v Speaker 1>agree to a certain extent, especially putting myself in the

0:59:29.160 --> 0:59:33.440
<v Speaker 1>place of the time right and the limitations of the technology,

0:59:33.480 --> 0:59:35.640
<v Speaker 1>but it still is one of the things that can

0:59:35.680 --> 0:59:39.440
<v Speaker 1>be a real head scratcher. And ultimately, law is something

0:59:39.440 --> 0:59:41.880
<v Speaker 1>that people have made, so therefore it is going to

0:59:41.920 --> 0:59:45.760
<v Speaker 1>have the same sort of limitations and failings as people. Yeah,

0:59:45.840 --> 0:59:48.280
<v Speaker 1>these these has to be applied ad hoc. That's the

0:59:48.280 --> 0:59:50.760
<v Speaker 1>way this is supposed to be in And I joined

0:59:50.800 --> 0:59:53.520
<v Speaker 1>you in the in the confusion slash rage. When I

0:59:53.560 --> 0:59:55.680
<v Speaker 1>first saw this, I was just like, I don't understand

0:59:55.680 --> 0:59:58.000
<v Speaker 1>how this can be. And the fun thing about law

0:59:58.040 --> 1:00:01.400
<v Speaker 1>is that you have to make both of these things

1:00:01.440 --> 1:00:05.760
<v Speaker 1>that seemed completely opposite. You have to somehow harmonize them.

1:00:05.760 --> 1:00:08.280
<v Speaker 1>When you figure out how to harmonize them, that's how

1:00:08.320 --> 1:00:10.120
<v Speaker 1>you're building your rules when it comes to all of

1:00:10.160 --> 1:00:12.640
<v Speaker 1>this stuff. So the only way this really works is saying, okay,

1:00:12.680 --> 1:00:17.280
<v Speaker 1>there's These are two different examples of the idea expression unity.

1:00:17.320 --> 1:00:20.240
<v Speaker 1>Is there an idea expression unity when it comes to

1:00:20.400 --> 1:00:23.560
<v Speaker 1>Meteors Yes? Is that the case when it comes to

1:00:23.640 --> 1:00:26.600
<v Speaker 1>pac Man No? Because this is where the line is

1:00:26.920 --> 1:00:29.960
<v Speaker 1>even though these games looked very different, I thought from

1:00:30.000 --> 1:00:33.760
<v Speaker 1>just a They called it an ordinary observer point of view.

1:00:34.120 --> 1:00:35.640
<v Speaker 1>To me, that just seems like any human being to

1:00:35.640 --> 1:00:37.520
<v Speaker 1>take a look at it. They don't actually want you

1:00:37.560 --> 1:00:40.360
<v Speaker 1>to dissect things either, which is kind of an interesting idea.

1:00:40.680 --> 1:00:42.800
<v Speaker 1>If you just looked at them, you wouldn't think Casey

1:00:42.840 --> 1:00:45.080
<v Speaker 1>Muchgan is the same MS pac Man, It's just it.

1:00:45.440 --> 1:00:48.680
<v Speaker 1>You wouldn't be that confused, but you would say asteroids

1:00:48.680 --> 1:00:51.320
<v Speaker 1>and meteors are the same. But this, this is just

1:00:51.440 --> 1:00:54.880
<v Speaker 1>the way this stuff turned out over time, because otherwise

1:00:55.680 --> 1:00:59.480
<v Speaker 1>we would never have things like Mario and Sonic and

1:00:59.560 --> 1:01:02.720
<v Speaker 1>Bunk Like. They're all side scrollers, right for all this

1:01:03.080 --> 1:01:05.880
<v Speaker 1>this little cute mascot character. They get powered up. They're

1:01:05.920 --> 1:01:08.920
<v Speaker 1>collecting something of some sort. Once got rings, once got coins.

1:01:09.840 --> 1:01:11.880
<v Speaker 1>How are they getting about it? Once breaking it with

1:01:11.960 --> 1:01:14.240
<v Speaker 1>his hand above his head. Another one is breaking it

1:01:14.320 --> 1:01:16.959
<v Speaker 1>as he spins into a ball. The fact that they're

1:01:16.960 --> 1:01:20.800
<v Speaker 1>expressed so differently is actually important, because if we don't

1:01:20.800 --> 1:01:22.200
<v Speaker 1>have that, we would just have a bunch of clone

1:01:22.240 --> 1:01:24.880
<v Speaker 1>games where they Okay, here's your plumber. I mean, I

1:01:24.920 --> 1:01:26.640
<v Speaker 1>guess the question. I would love to see that lawsuit

1:01:26.640 --> 1:01:29.200
<v Speaker 1>of somebody breaking down Super Mario. It's like, Okay, how

1:01:29.480 --> 1:01:35.760
<v Speaker 1>how many ways can you express an avenging plumber? Only

1:01:35.800 --> 1:01:39.560
<v Speaker 1>one good one? It's the only one good one. But yeah,

1:01:39.680 --> 1:01:41.760
<v Speaker 1>this was a lot of fun to look into. It

1:01:41.840 --> 1:01:45.240
<v Speaker 1>was definitely outside of my normal zone. So I gotta

1:01:45.320 --> 1:01:47.800
<v Speaker 1>thank you I as for for joining me, and not

1:01:47.840 --> 1:01:50.400
<v Speaker 1>just joining me, but for being the one to suggest

1:01:51.080 --> 1:01:54.560
<v Speaker 1>these two cases in particular as the subject for this episode,

1:01:54.640 --> 1:01:57.880
<v Speaker 1>because it turned out to be a really fascinating kind

1:01:57.880 --> 1:02:03.520
<v Speaker 1>of discussion both of the legal status of video games

1:02:03.680 --> 1:02:08.600
<v Speaker 1>and just the weird mind bending logic you have to

1:02:08.640 --> 1:02:11.680
<v Speaker 1>apply when it comes to copyright. Well, thanks for having me.

1:02:11.720 --> 1:02:14.000
<v Speaker 1>And I probably was influenced by listening to the at

1:02:14.080 --> 1:02:15.880
<v Speaker 1>R three partner because I was like, oh, that's the

1:02:15.920 --> 1:02:18.280
<v Speaker 1>bizarre all right there, game kind of sucked. Never minded

1:02:18.320 --> 1:02:21.400
<v Speaker 1>these cases, the two cases that drove me insane. Here

1:02:21.400 --> 1:02:23.880
<v Speaker 1>they are and they brought it back. These these these

1:02:23.960 --> 1:02:27.280
<v Speaker 1>horrible ideas. And one of the reasons why I never

1:02:27.280 --> 1:02:30.800
<v Speaker 1>went into intellectual property law as an aside was because

1:02:30.920 --> 1:02:33.560
<v Speaker 1>of cases like this. It was some of it does

1:02:33.600 --> 1:02:38.000
<v Speaker 1>seem arbitrary and it could drive a person crazy. So

1:02:38.040 --> 1:02:41.200
<v Speaker 1>I decided I don't feel like doing that and ended

1:02:41.240 --> 1:02:44.880
<v Speaker 1>up on this podcast today and and now here we are.

1:02:45.600 --> 1:02:48.920
<v Speaker 1>So I as an I plan on doing another episode

1:02:49.000 --> 1:02:52.760
<v Speaker 1>about a lawsuit in tech, specifically actually a series of

1:02:52.840 --> 1:02:57.680
<v Speaker 1>lawsuits the the we mentioned it earlier, the Apple Samsung battles,

1:02:58.240 --> 1:03:00.840
<v Speaker 1>and we were originally going to in flude that in

1:03:01.040 --> 1:03:03.640
<v Speaker 1>our discussion today, but then it just it was it

1:03:03.680 --> 1:03:06.640
<v Speaker 1>became obvious very early on that that would have been

1:03:07.200 --> 1:03:11.200
<v Speaker 1>we would have been either super trunky ing all the

1:03:11.360 --> 1:03:15.840
<v Speaker 1>discussion and thus not really illustrating anything useful, or it

1:03:15.880 --> 1:03:18.080
<v Speaker 1>would go on so long that it would have had

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<v Speaker 1>to have been split up into multiple episodes. Anyway, So

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<v Speaker 1>I AS is going to come back at a later

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<v Speaker 1>date that we will have to determine when our schedules

1:03:26.240 --> 1:03:28.440
<v Speaker 1>will allow us to do this again. Uh, and what

1:03:28.680 --> 1:03:30.840
<v Speaker 1>we will talk about that we've already started the notes

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<v Speaker 1>on that, so they the I guess the way of

1:03:34.600 --> 1:03:37.280
<v Speaker 1>depending on how you look at it. The nice thing

1:03:37.320 --> 1:03:43.600
<v Speaker 1>about that story is it's still developing from from now.

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<v Speaker 1>It's an ongoing war that and the funny thing about

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<v Speaker 1>it is still as an aside is the fact that

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<v Speaker 1>they are partners in a number of ventures when it

1:03:53.960 --> 1:03:58.000
<v Speaker 1>comes to components inside of iPhones of Apple devices, etcetera.

1:03:58.240 --> 1:04:01.160
<v Speaker 1>The fact that Samsung was set their partner in some degrees,

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<v Speaker 1>and also they're stabbing their partner. It's just a very

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<v Speaker 1>strange concept of like, hey, I love you, now let

1:04:06.560 --> 1:04:09.600
<v Speaker 1>me kill you. Are doing yeah, and and they're they're

1:04:10.120 --> 1:04:12.640
<v Speaker 1>fairly recent developments on that front as well, with Apple

1:04:12.720 --> 1:04:17.880
<v Speaker 1>looking into potential other uh microchip processors that kind of

1:04:17.880 --> 1:04:22.360
<v Speaker 1>are are manufacturers rather and and other component manufacturers and

1:04:22.480 --> 1:04:25.040
<v Speaker 1>kind of getting away from some of the Samsung stuff.

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<v Speaker 1>So that I'm sure that has no I'm sure it

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<v Speaker 1>has to do with a lot of different factors, one

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<v Speaker 1>of them being the massive number of lawsuits between the two.

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<v Speaker 1>And that's it from that classic episode. As I was saying,

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<v Speaker 1>I'll have to do a follow up to it, because

1:04:42.360 --> 1:04:46.640
<v Speaker 1>since there have been some other major lawsuits, A big

1:04:46.640 --> 1:04:49.600
<v Speaker 1>one that leaps to mind is between Epic and Apple,

1:04:50.120 --> 1:04:55.960
<v Speaker 1>which is playing out to a pretty dramatic uh series

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<v Speaker 1>of events since those initial lawsuits. So yes, I will

1:04:59.760 --> 1:05:02.040
<v Speaker 1>have do a follow up at some point. But if

1:05:02.080 --> 1:05:04.680
<v Speaker 1>you have suggestions on other topics I should cover in

1:05:04.720 --> 1:05:07.480
<v Speaker 1>the future, please reach out to me on Twitter the

1:05:07.720 --> 1:05:10.680
<v Speaker 1>handle that you should use as tech stuff hs W

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<v Speaker 1>and I'll talk to you again and re listen. Text

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<v Speaker 1>Stuff is an I heart Radio production. For more podcasts

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<v Speaker 1>from my heart Radio, visit the i heart Radio app,

1:05:25.440 --> 1:05:28.600
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