1 00:00:04,240 --> 00:00:12,160 Speaker 1: Get in Touch with Technology was tex Stuff from dot com. 2 00:00:12,200 --> 00:00:15,520 Speaker 1: Hey there, and welcome to Tech Stuff. I am your host, 3 00:00:15,720 --> 00:00:20,200 Speaker 1: Jonathan Strickland today over the magic of the Internet. I 4 00:00:20,280 --> 00:00:23,919 Speaker 1: have joining me Mr I as actar, my buddy, my 5 00:00:24,040 --> 00:00:27,920 Speaker 1: co host on other shows like Podcast Without Pretense, and 6 00:00:28,000 --> 00:00:33,080 Speaker 1: of course a big wig over at c net and 7 00:00:33,360 --> 00:00:39,000 Speaker 1: also somebody who knows a thing or two about the law. Yeah. Well, 8 00:00:39,040 --> 00:00:41,239 Speaker 1: thanks for having me back. It was fun doing the 9 00:00:41,280 --> 00:00:45,320 Speaker 1: oppolye tech piece, and now I think because of my 10 00:00:45,320 --> 00:00:50,080 Speaker 1: my strange past, I was asked to discuss some tech lawsuits. Yeah. 11 00:00:50,120 --> 00:00:53,120 Speaker 1: Originally we were going to look at a list like 12 00:00:53,200 --> 00:00:56,840 Speaker 1: four or five big lawsuits in tech, but two of 13 00:00:56,880 --> 00:01:00,280 Speaker 1: the suits that that I has brought up to me 14 00:01:00,400 --> 00:01:03,760 Speaker 1: before we got started, before we really dove into the topic, 15 00:01:04,440 --> 00:01:09,280 Speaker 1: are really fascinating. They also tie into another topic that 16 00:01:09,319 --> 00:01:12,479 Speaker 1: we covered recently on Tech Stuff, that being Atari, when 17 00:01:12,480 --> 00:01:14,640 Speaker 1: we talked about the rise and fall of Atari in 18 00:01:14,680 --> 00:01:18,959 Speaker 1: a epic three part series. So these two lawsuits have 19 00:01:19,640 --> 00:01:23,800 Speaker 1: Atari in common as as one of the the the 20 00:01:24,200 --> 00:01:27,440 Speaker 1: participants in said suits, and I as I'm so glad 21 00:01:27,480 --> 00:01:30,800 Speaker 1: you're here to explain not just what happened and what 22 00:01:30,920 --> 00:01:33,640 Speaker 1: are the particulars of the case, but why it's important 23 00:01:34,360 --> 00:01:38,680 Speaker 1: because both of these cases took place fairly early on 24 00:01:39,480 --> 00:01:44,080 Speaker 1: in the era of home video games, and as a result, 25 00:01:44,120 --> 00:01:48,040 Speaker 1: would end up really shaping the way video games are 26 00:01:48,080 --> 00:01:53,320 Speaker 1: treated under copyright law. Yeah. So for those people who 27 00:01:53,360 --> 00:01:56,440 Speaker 1: don't know, I went to law school. I graduated at 28 00:01:56,480 --> 00:01:59,160 Speaker 1: Past the Barn, New York, States and immediately got a 29 00:01:59,240 --> 00:02:01,320 Speaker 1: job in technolog g ended up doing that for the 30 00:02:01,320 --> 00:02:04,600 Speaker 1: rest of my career. Um. And so there's there's there's 31 00:02:04,600 --> 00:02:07,440 Speaker 1: a long history of why I became a lawyer. You know, parents, 32 00:02:07,680 --> 00:02:10,919 Speaker 1: first generation American like be be a lawyer or a doctor. 33 00:02:11,120 --> 00:02:14,120 Speaker 1: So the game a law degree, um. And I took 34 00:02:14,160 --> 00:02:16,880 Speaker 1: intellectual property in school. And these cases, the ones that 35 00:02:16,880 --> 00:02:18,720 Speaker 1: we're gonna talk about, were presented to me back to 36 00:02:18,800 --> 00:02:21,240 Speaker 1: back and it was just maddening to try to figure 37 00:02:21,240 --> 00:02:24,160 Speaker 1: out the differences why one case went one way and 38 00:02:24,160 --> 00:02:26,280 Speaker 1: went why one another. And we'll get all into that. 39 00:02:26,600 --> 00:02:29,520 Speaker 1: But I'm really kicking myself because I used to have 40 00:02:29,840 --> 00:02:32,520 Speaker 1: my my books, my notebooks. I'm like, I'll never need 41 00:02:32,520 --> 00:02:35,360 Speaker 1: my briefs anymore. So I chucked them out. And so 42 00:02:35,400 --> 00:02:37,720 Speaker 1: here we go talking about two cases that I learned 43 00:02:37,720 --> 00:02:40,240 Speaker 1: a long time ago. So uh, if there are any errors, 44 00:02:40,280 --> 00:02:43,000 Speaker 1: I apologize. But we have looked over the cases of 45 00:02:43,560 --> 00:02:45,840 Speaker 1: several times today personally, and I've looked at two or 46 00:02:45,840 --> 00:02:49,160 Speaker 1: three times today and written up notes again. I printed 47 00:02:49,160 --> 00:02:51,320 Speaker 1: out one of them the right notes, because that's how 48 00:02:51,360 --> 00:02:53,600 Speaker 1: I used to do it back in the day. To 49 00:02:53,600 --> 00:02:55,720 Speaker 1: the point to the point where you have hard copy 50 00:02:55,800 --> 00:02:59,119 Speaker 1: in front of you, I literally have my penciled out 51 00:02:59,160 --> 00:03:01,960 Speaker 1: notes all over based on book briefs, which I used 52 00:03:02,000 --> 00:03:05,080 Speaker 1: to do when I was in school. Wow. So the 53 00:03:05,120 --> 00:03:07,520 Speaker 1: first of the two cases we're talking about, and as 54 00:03:07,560 --> 00:03:10,280 Speaker 1: I has pointed out, these have to do with intellectual property, 55 00:03:10,480 --> 00:03:13,919 Speaker 1: with copyright, which is a tricky subject right. Well, I've 56 00:03:13,960 --> 00:03:17,200 Speaker 1: talked about several times on tech stuff, and in general, 57 00:03:17,280 --> 00:03:23,360 Speaker 1: copyright is about making sure someone who creates a work 58 00:03:23,520 --> 00:03:27,600 Speaker 1: of some sort that's an affixed tangible medium has some 59 00:03:27,639 --> 00:03:31,440 Speaker 1: sort of protection that that you don't have to worry about, 60 00:03:31,760 --> 00:03:34,880 Speaker 1: or rather you have some recourse if someone were to 61 00:03:35,000 --> 00:03:38,560 Speaker 1: try and copy that work you could pursue action against 62 00:03:38,600 --> 00:03:41,120 Speaker 1: them based upon the copyright. It gives you that that 63 00:03:41,800 --> 00:03:44,400 Speaker 1: level of protection, and anything that you set down in 64 00:03:44,480 --> 00:03:49,080 Speaker 1: a fixed tangible medium technically is protected by copyright. Registering 65 00:03:49,080 --> 00:03:53,080 Speaker 1: a copyright, however, is a great idea because then there's 66 00:03:53,080 --> 00:03:56,560 Speaker 1: an official record of said copyright if you should ever 67 00:03:56,840 --> 00:04:01,400 Speaker 1: have cause to, you know, bring that up in court. Um. 68 00:04:01,560 --> 00:04:04,240 Speaker 1: This is one of those things where it really only 69 00:04:05,120 --> 00:04:07,440 Speaker 1: plays out as soon as there is is either a 70 00:04:07,520 --> 00:04:10,800 Speaker 1: lawsuit or the threat of a lawsuit. Otherwise it's kind 71 00:04:10,840 --> 00:04:13,839 Speaker 1: of a it's it's kind of in the background. And 72 00:04:13,960 --> 00:04:16,800 Speaker 1: the first case that we wanted to talk about was 73 00:04:17,320 --> 00:04:21,000 Speaker 1: Atari versus Amusement World, which sounds like the most fun 74 00:04:21,120 --> 00:04:25,640 Speaker 1: lawsuit ever. It definitely does the cases from way back 75 00:04:25,640 --> 00:04:29,839 Speaker 1: in and it was the U. S. District Court in Maryland, 76 00:04:30,360 --> 00:04:33,880 Speaker 1: And uh, it's pretty simple ideas. So we have two 77 00:04:33,880 --> 00:04:36,080 Speaker 1: different companies. We've gotta tar and they held the copyright 78 00:04:36,080 --> 00:04:39,080 Speaker 1: for Asteroids. You guys probably heard that game. You've probably 79 00:04:39,120 --> 00:04:41,560 Speaker 1: seen it, you know, just saying asteroids. I'm sure you 80 00:04:41,560 --> 00:04:43,080 Speaker 1: guys have a picture in your head. There's a little 81 00:04:43,080 --> 00:04:45,320 Speaker 1: triangular ship and there and their rocks flying at you 82 00:04:45,680 --> 00:04:48,480 Speaker 1: and you blow them up right right until you get 83 00:04:48,520 --> 00:04:50,800 Speaker 1: blown up by either a rock or one of the 84 00:04:51,240 --> 00:04:54,560 Speaker 1: few little enemy spaceships that would occasionally pop up. Yeah. 85 00:04:54,560 --> 00:04:56,800 Speaker 1: So another company called Amusement World, which again is a 86 00:04:56,800 --> 00:04:59,120 Speaker 1: great name. It's not as creative as a tari as that. 87 00:04:59,160 --> 00:05:01,000 Speaker 1: When I listened to the three partner on it's already 88 00:05:01,080 --> 00:05:03,080 Speaker 1: finding out where the names came from. I'm like, this 89 00:05:03,120 --> 00:05:06,480 Speaker 1: is pretty awesome to hear. Um. So these guys basically 90 00:05:06,520 --> 00:05:08,360 Speaker 1: saw the idea and they're like, we we could make 91 00:05:08,360 --> 00:05:11,520 Speaker 1: our own game. And uh. One of the big things 92 00:05:11,560 --> 00:05:12,960 Speaker 1: that you're gonna get out of this case is that 93 00:05:13,000 --> 00:05:16,480 Speaker 1: you can't. You can't have a monopoly on an idea. 94 00:05:16,720 --> 00:05:18,760 Speaker 1: So they are free to make a game. But it's 95 00:05:18,760 --> 00:05:20,200 Speaker 1: already saw this game and they're like, wait a second, 96 00:05:20,240 --> 00:05:23,000 Speaker 1: it's Trangler ship. You're blown up ros. You're totally stealing 97 00:05:23,000 --> 00:05:26,760 Speaker 1: our stuff and we're seeing you right. And another thing 98 00:05:26,839 --> 00:05:29,160 Speaker 1: to keep in mind is this is early enough in 99 00:05:29,240 --> 00:05:32,880 Speaker 1: the in the era of video games that the court 100 00:05:32,960 --> 00:05:36,040 Speaker 1: had not fully decided that video games were something you 101 00:05:36,080 --> 00:05:39,080 Speaker 1: could totally copy right. In fact, in the other case 102 00:05:39,080 --> 00:05:42,400 Speaker 1: we're gonna talk about, there's a note in the court's 103 00:05:42,440 --> 00:05:45,760 Speaker 1: decision that says these game video games are not something 104 00:05:45,839 --> 00:05:48,599 Speaker 1: you can fully copy, right, But there are elements of 105 00:05:48,640 --> 00:05:51,919 Speaker 1: copyright protection that do extend to video games. And it 106 00:05:51,960 --> 00:05:54,159 Speaker 1: gets into particulars that we're probably not going to cover 107 00:05:54,200 --> 00:05:56,919 Speaker 1: in this in this podcast, but just to say that 108 00:05:56,960 --> 00:05:59,880 Speaker 1: this was kind of a Wild West era of both 109 00:06:00,320 --> 00:06:04,800 Speaker 1: the home video game industry and of law because technology 110 00:06:04,880 --> 00:06:09,520 Speaker 1: had outpaced what the legal system was ready to cover. 111 00:06:09,920 --> 00:06:11,839 Speaker 1: And we see that again and again, not just in 112 00:06:11,920 --> 00:06:14,920 Speaker 1: video games obviously, but in all realms of technology and law. 113 00:06:15,279 --> 00:06:18,359 Speaker 1: You see that with things like the autonomous cars coming 114 00:06:18,360 --> 00:06:20,800 Speaker 1: out and people saying, wait a minute, how do we 115 00:06:21,640 --> 00:06:23,840 Speaker 1: what sort of legislation do we need to put up 116 00:06:24,000 --> 00:06:28,960 Speaker 1: to deal with this new reality of technology? And it 117 00:06:29,040 --> 00:06:31,760 Speaker 1: just turns out that, you know, the law is something 118 00:06:31,800 --> 00:06:36,360 Speaker 1: that has to catch up to our changing world. Uh. 119 00:06:36,400 --> 00:06:39,000 Speaker 1: And in this case, you know, we had we had 120 00:06:39,040 --> 00:06:44,520 Speaker 1: an interesting uh case brought forth by Atari saying here 121 00:06:44,560 --> 00:06:47,680 Speaker 1: are some of the things that we say, are the 122 00:06:47,720 --> 00:06:51,080 Speaker 1: similarities between our game and this other game called Meteors 123 00:06:51,680 --> 00:06:56,239 Speaker 1: Asteroids and Meteors. I mean already just with the names. 124 00:06:56,279 --> 00:06:59,040 Speaker 1: You're like, guys, maybe we should come up with a different, 125 00:06:59,480 --> 00:07:03,040 Speaker 1: you know, idole. But they court identified a bunch of 126 00:07:03,160 --> 00:07:07,960 Speaker 1: multiple points of similarity. Now, in cases of trying to 127 00:07:08,000 --> 00:07:13,280 Speaker 1: determine whether an author has plagiarized another author, for example, 128 00:07:13,840 --> 00:07:17,760 Speaker 1: often courts will ask for some third party, preferably a 129 00:07:18,640 --> 00:07:21,400 Speaker 1: a third party that has no interest in the outcome 130 00:07:21,440 --> 00:07:26,200 Speaker 1: of the case, to identify any points of similarity and 131 00:07:26,240 --> 00:07:29,520 Speaker 1: then give his or her opinion as to whether or 132 00:07:29,560 --> 00:07:34,400 Speaker 1: not the points of similarity indicate a case of plagiarism, 133 00:07:34,560 --> 00:07:37,720 Speaker 1: or if, in fact, it could have just been coincidence, because, 134 00:07:38,200 --> 00:07:41,320 Speaker 1: as we're all aware, different people can come up with 135 00:07:41,320 --> 00:07:44,080 Speaker 1: similar ideas that around the same time, and it's not 136 00:07:44,160 --> 00:07:47,640 Speaker 1: always a case of of plagiarism. So here are some 137 00:07:47,680 --> 00:07:51,720 Speaker 1: of the points of similarity. Both games involved the player 138 00:07:51,800 --> 00:07:55,640 Speaker 1: shooting and destroying rocks, and in both games there are 139 00:07:55,680 --> 00:08:00,000 Speaker 1: actually three different sizes of rocks. Those rocks would appear 140 00:08:00,120 --> 00:08:03,480 Speaker 1: in waves, with the initial waves being composed of bigger rocks. 141 00:08:04,080 --> 00:08:07,440 Speaker 1: When you shoot them, they would break into medium sized rocks. 142 00:08:07,480 --> 00:08:10,720 Speaker 1: Medium sized rocks would break into small rocks. Small rocks 143 00:08:10,720 --> 00:08:13,720 Speaker 1: would disappear when you shot them, and the speed of 144 00:08:13,720 --> 00:08:16,160 Speaker 1: the rocks would depend upon their size, so large rocks 145 00:08:16,200 --> 00:08:19,200 Speaker 1: move more slowly than small ones. So as you're spinning 146 00:08:19,200 --> 00:08:22,680 Speaker 1: around with your little ship in both asteroids and meteors, 147 00:08:23,720 --> 00:08:26,400 Speaker 1: as you shoot these rocks, they start getting smaller and 148 00:08:26,400 --> 00:08:29,400 Speaker 1: they start moving faster, so you know, you develop your 149 00:08:29,400 --> 00:08:32,640 Speaker 1: strategy around that. Uh. And in both if you got 150 00:08:32,760 --> 00:08:35,120 Speaker 1: hit by a rock game over right, or at least 151 00:08:35,160 --> 00:08:38,640 Speaker 1: your your player life for that one ended, you would 152 00:08:38,679 --> 00:08:42,199 Speaker 1: usually get multiple lives per game. Um. And both games 153 00:08:42,200 --> 00:08:46,199 Speaker 1: had enemy spaceships and uh. The enemy spaceships came in 154 00:08:46,240 --> 00:08:49,280 Speaker 1: two different sizes for both games. The bigger ones were 155 00:08:49,320 --> 00:08:52,800 Speaker 1: worth fewer points than the smaller ones, the idea being 156 00:08:52,800 --> 00:08:54,880 Speaker 1: that the smaller ones are harder to hit, therefore they're 157 00:08:54,920 --> 00:08:58,200 Speaker 1: worth more points. Both the players ships and the enemy 158 00:08:58,240 --> 00:09:02,360 Speaker 1: space ships could shoot projectiles. Impact would be automatic destruction, 159 00:09:02,480 --> 00:09:05,160 Speaker 1: which would be accompanied by I think they actually said 160 00:09:05,440 --> 00:09:09,080 Speaker 1: the symbol of an explosion, because I mean, this is 161 00:09:09,120 --> 00:09:11,120 Speaker 1: this is early days of video games, guys. You remember, 162 00:09:11,160 --> 00:09:13,800 Speaker 1: like there's not a heck of a a lot you can do, yeah, 163 00:09:13,840 --> 00:09:17,079 Speaker 1: when it comes to graphically representing anything. So we're talking 164 00:09:17,120 --> 00:09:20,719 Speaker 1: some pretty primitive looking graphics. So it's this stuff that 165 00:09:20,800 --> 00:09:23,839 Speaker 1: gets laid out here. In the next case, it actually 166 00:09:23,840 --> 00:09:26,360 Speaker 1: determines how like we could have so many side scrollers. 167 00:09:26,360 --> 00:09:28,800 Speaker 1: It's just it's such a bizarre way to go. Yeah, 168 00:09:28,840 --> 00:09:31,840 Speaker 1: And then that's something else that will come up in 169 00:09:31,880 --> 00:09:35,880 Speaker 1: this discussion is that part of the reason the cases 170 00:09:35,920 --> 00:09:38,520 Speaker 1: turned out the way they did is again it's so 171 00:09:38,600 --> 00:09:44,440 Speaker 1: early on in the era of video games that people 172 00:09:44,520 --> 00:09:47,400 Speaker 1: had not really well, one, the technology had not advanced 173 00:09:47,400 --> 00:09:51,160 Speaker 1: to the point where you could have very different depictions 174 00:09:51,360 --> 00:09:56,079 Speaker 1: of uh, you know, different interpretations of the same basic idea. 175 00:09:56,559 --> 00:09:59,240 Speaker 1: You were limited in that because the technology itself was limited. 176 00:09:59,280 --> 00:10:01,400 Speaker 1: So it's not like you could, you know, have one 177 00:10:01,480 --> 00:10:04,560 Speaker 1: that looks like asteroids where you've got this top down 178 00:10:04,640 --> 00:10:07,360 Speaker 1: view of a little triangle shooting rocks, and the other 179 00:10:07,400 --> 00:10:13,439 Speaker 1: one you have a photo realistic, you know, space simulator 180 00:10:13,480 --> 00:10:16,599 Speaker 1: where you're flying through shooting rocks. Uh. So the technology 181 00:10:16,600 --> 00:10:20,560 Speaker 1: itself was limited, and thus a lot of people figured 182 00:10:20,600 --> 00:10:24,600 Speaker 1: that the ability to express an idea itself was limited 183 00:10:24,679 --> 00:10:27,920 Speaker 1: because of that. Um. But there's some other similarities that 184 00:10:27,960 --> 00:10:30,840 Speaker 1: I thought were kind of like, well, there's no reason 185 00:10:32,000 --> 00:10:35,120 Speaker 1: that you could argue one game would have to have 186 00:10:35,240 --> 00:10:39,960 Speaker 1: this particular element versus the other. For example, both games 187 00:10:40,000 --> 00:10:43,800 Speaker 1: had a two tone beeping noise that increased in tempo 188 00:10:44,080 --> 00:10:48,960 Speaker 1: as the game progressed, so like, uh, we just get 189 00:10:49,000 --> 00:10:53,319 Speaker 1: faster and faster. Um. Both games had scores for players 190 00:10:53,320 --> 00:10:56,240 Speaker 1: that were displayed in the same sections of the screen, so, 191 00:10:56,360 --> 00:10:58,400 Speaker 1: in other words, like the player one score would be 192 00:10:58,400 --> 00:11:00,320 Speaker 1: in the upper left corner, and the player to score 193 00:11:00,360 --> 00:11:04,480 Speaker 1: be the upper right corner. Both games had a thrust 194 00:11:04,559 --> 00:11:08,200 Speaker 1: button that would let the player's ship move in whatever 195 00:11:08,240 --> 00:11:11,479 Speaker 1: direction it happened to be facing at the time. Um, 196 00:11:11,920 --> 00:11:15,680 Speaker 1: have you ever played Asteroids like the arcade version of Asteroids. 197 00:11:16,160 --> 00:11:19,319 Speaker 1: I've actually played the home version of Asteroids. I don't 198 00:11:19,360 --> 00:11:21,680 Speaker 1: think I've ever played it in the arcade. Actually, yeah, 199 00:11:21,800 --> 00:11:24,960 Speaker 1: the arcade version was tough. I mean, this would be 200 00:11:24,960 --> 00:11:27,319 Speaker 1: the home version because it is a tari I believe 201 00:11:27,360 --> 00:11:29,480 Speaker 1: it's not the video game version. Maybe it could be 202 00:11:29,520 --> 00:11:31,880 Speaker 1: the video game version because you did have both divisions. 203 00:11:31,920 --> 00:11:36,959 Speaker 1: But um, the the buttons on the Asteroids game were 204 00:11:37,400 --> 00:11:39,480 Speaker 1: what would allow you to turn the ship left, turn 205 00:11:39,520 --> 00:11:42,920 Speaker 1: the ship right, or use thrust. Um, obviously you would 206 00:11:42,920 --> 00:11:47,240 Speaker 1: just use a direction on your joystick usually I think 207 00:11:47,280 --> 00:11:51,880 Speaker 1: pressing up would give you the thrust in the home version. Ah, 208 00:11:52,679 --> 00:11:56,440 Speaker 1: but in both versions, if you released the thrust, then 209 00:11:56,800 --> 00:11:59,160 Speaker 1: gradually your ship would come to a halt. Although the 210 00:11:59,160 --> 00:12:03,760 Speaker 1: court did did actually notice that this happens more quickly 211 00:12:03,800 --> 00:12:07,560 Speaker 1: in meteors than in Asteroids. Uh. And both games at 212 00:12:07,559 --> 00:12:12,040 Speaker 1: Tindelsan points you'd get an extra life and each successfully 213 00:12:12,040 --> 00:12:15,839 Speaker 1: completed wave of rocks initiates a new wave, and each 214 00:12:15,920 --> 00:12:19,240 Speaker 1: new wave has more rocks in it than the previous wave. 215 00:12:19,960 --> 00:12:23,480 Speaker 1: So those were the similarities that the court noticed between 216 00:12:23,520 --> 00:12:24,959 Speaker 1: these two games, and there are a lot of them. 217 00:12:24,960 --> 00:12:28,760 Speaker 1: I mean, there's the very basic nature of the game 218 00:12:28,880 --> 00:12:32,960 Speaker 1: seems identical in these cases, right, I mean, it would 219 00:12:33,000 --> 00:12:36,160 Speaker 1: be hard for me to argue otherwise I would think, yeah, 220 00:12:36,200 --> 00:12:39,360 Speaker 1: I mean, if if it's kind of like modern games, 221 00:12:39,360 --> 00:12:41,320 Speaker 1: you think of like Call of Duty versus any other 222 00:12:42,000 --> 00:12:45,440 Speaker 1: battlefield game, you think of any any kind of war game, 223 00:12:45,559 --> 00:12:47,280 Speaker 1: they all kind of the same. But why is that 224 00:12:47,320 --> 00:12:51,280 Speaker 1: even allowed? Um, there are differences in these two games 225 00:12:51,320 --> 00:12:55,439 Speaker 1: Meteors and Asteroids. So Asteroids had this, uh at a 226 00:12:55,480 --> 00:12:59,360 Speaker 1: black field underneath the actual game, but in Meteors you 227 00:12:59,400 --> 00:13:02,320 Speaker 1: had this star field and the look of distant stars. 228 00:13:02,360 --> 00:13:03,880 Speaker 1: And this is kind of really pushing it because when 229 00:13:03,880 --> 00:13:05,600 Speaker 1: you're looking at them, if you have seen the photos 230 00:13:05,640 --> 00:13:08,480 Speaker 1: of this this game, you'll see they're just basically dots. 231 00:13:08,840 --> 00:13:11,480 Speaker 1: That's kind of neat. Asteroids is black and white, and 232 00:13:11,800 --> 00:13:14,920 Speaker 1: Meteors was in color, and that was pretty different. Meteors 233 00:13:14,920 --> 00:13:18,440 Speaker 1: also had some shading on the spaceship and the rocks 234 00:13:18,440 --> 00:13:20,480 Speaker 1: so kind of had more dimension because the Asteroids is 235 00:13:20,520 --> 00:13:23,560 Speaker 1: pretty black looking when it comes to ships and rocks, 236 00:13:23,760 --> 00:13:27,640 Speaker 1: almost like a schematic drawing, like it's it's it's or 237 00:13:27,720 --> 00:13:30,560 Speaker 1: almost abstract in a way because the rocks all look 238 00:13:30,640 --> 00:13:33,679 Speaker 1: the same and they all just kind of float at you, 239 00:13:33,760 --> 00:13:36,120 Speaker 1: and then you shoot them and now they're they're different sized, 240 00:13:36,280 --> 00:13:40,600 Speaker 1: but the shapes are still very much the same and 241 00:13:40,640 --> 00:13:43,160 Speaker 1: they're still floating at you. It's not you know, there's 242 00:13:43,200 --> 00:13:48,040 Speaker 1: no real sense of, uh, the dimensionality in the original 243 00:13:48,080 --> 00:13:51,439 Speaker 1: Asteroids game. I really like the element that Meteors starts off. 244 00:13:51,480 --> 00:13:53,320 Speaker 1: When you start off the game, there's an animation of 245 00:13:53,400 --> 00:13:56,840 Speaker 1: you blasting off of Earth. Compare that to Asteroids. You 246 00:13:56,880 --> 00:13:58,560 Speaker 1: just start and you're just in the in the field. 247 00:13:58,800 --> 00:14:01,960 Speaker 1: Time to go, um, you've got the game. Meteors is 248 00:14:02,000 --> 00:14:04,600 Speaker 1: actually faster in general, and it moved, and you have 249 00:14:04,640 --> 00:14:07,160 Speaker 1: a different way of shooting as well. You could can 250 00:14:07,320 --> 00:14:10,560 Speaker 1: you could shoot a lot more, I think continuously compared 251 00:14:10,600 --> 00:14:13,319 Speaker 1: to Asteroids. Right, Asteroids was like a burst fire thing. 252 00:14:13,360 --> 00:14:15,920 Speaker 1: You could fire a few shots, but then you had 253 00:14:15,920 --> 00:14:20,000 Speaker 1: to wait. It's almost like a recharge period. Have been 254 00:14:20,040 --> 00:14:21,840 Speaker 1: missing anything else, So that's the main one that's the 255 00:14:21,880 --> 00:14:25,880 Speaker 1: main ones. I mean, uh, you know, there were There 256 00:14:25,920 --> 00:14:28,280 Speaker 1: was also the fact that the meteors and meteor and 257 00:14:28,400 --> 00:14:32,280 Speaker 1: meteors rather could tumble like they actually they actually seemed 258 00:14:32,320 --> 00:14:35,120 Speaker 1: to rotate as they were coming towards you, whereas the 259 00:14:35,920 --> 00:14:39,120 Speaker 1: if you watch the old Asteroids game, those shapes just 260 00:14:39,400 --> 00:14:43,840 Speaker 1: they maintain their same orientation as they move across. So 261 00:14:44,120 --> 00:14:47,280 Speaker 1: there was that too. So there were some definite improvements 262 00:14:47,960 --> 00:14:53,479 Speaker 1: on the game. So Amusement World had to defend itself 263 00:14:53,520 --> 00:14:56,360 Speaker 1: against these claims of copyright infringement. They tried a couple 264 00:14:56,360 --> 00:15:00,720 Speaker 1: of different tactics. The first thing they tried was, uh, 265 00:15:00,760 --> 00:15:05,480 Speaker 1: they said that Atari's copyright on Asteroids was invalid in 266 00:15:05,520 --> 00:15:09,360 Speaker 1: this case because of the way they registered their copyright. 267 00:15:10,000 --> 00:15:14,600 Speaker 1: So they said that Atari had registered Asteroids copyright as 268 00:15:14,600 --> 00:15:19,120 Speaker 1: an audio visual work, not as a literary work, and 269 00:15:19,200 --> 00:15:22,560 Speaker 1: that as a result, the copyright wasn't valid. They said 270 00:15:22,560 --> 00:15:27,160 Speaker 1: that Atari had submitted essentially a film a video of 271 00:15:27,320 --> 00:15:31,240 Speaker 1: one out of a possible infinite variations of a single game. 272 00:15:31,720 --> 00:15:36,440 Speaker 1: So in other words, they captured gameplay footage of Asteroids, 273 00:15:36,520 --> 00:15:41,600 Speaker 1: and that particular gameplay footage was being sent as as 274 00:15:42,160 --> 00:15:47,320 Speaker 1: part of the the work that Atari was submitting to 275 00:15:47,720 --> 00:15:53,320 Speaker 1: get this copyright, and I guess Amusement World was essentially saying, well, technically, 276 00:15:53,360 --> 00:15:56,840 Speaker 1: wouldn't that just give copyright to that specific film? Like 277 00:15:57,080 --> 00:16:00,120 Speaker 1: that was that's such a great argument. It's taking You 278 00:16:00,160 --> 00:16:01,920 Speaker 1: were saying, this is the wild West, it's the early 279 00:16:02,000 --> 00:16:05,080 Speaker 1: days of video games, and how are they protected to 280 00:16:05,200 --> 00:16:08,000 Speaker 1: the idea that that Amusement World is pushing us. Wait 281 00:16:08,040 --> 00:16:11,480 Speaker 1: a second, that's a tape or recording. You definitely have 282 00:16:11,560 --> 00:16:15,120 Speaker 1: protection for that, but you're suing us about the game itself. 283 00:16:15,440 --> 00:16:17,800 Speaker 1: And the court was like, wait, wall, wait a second. Okay, 284 00:16:18,160 --> 00:16:22,480 Speaker 1: now they did h put the work in a tangible medium, 285 00:16:22,480 --> 00:16:24,640 Speaker 1: and that happens to be the circuitry, and it's not 286 00:16:24,840 --> 00:16:28,680 Speaker 1: so easy to descend us an arcade cabinet. This is 287 00:16:28,720 --> 00:16:30,840 Speaker 1: the way it used to be. Yeah, yeah, because the 288 00:16:30,840 --> 00:16:34,040 Speaker 1: wrong chip. I mean, the game is hard coded on 289 00:16:35,000 --> 00:16:37,760 Speaker 1: a a a circuit board, and that circuit board is 290 00:16:37,800 --> 00:16:40,120 Speaker 1: only useful if you haven't connected up to the rest 291 00:16:40,160 --> 00:16:43,120 Speaker 1: of the system. So you I mean, you would have 292 00:16:43,160 --> 00:16:47,160 Speaker 1: to have had a Torris and a full console like 293 00:16:47,200 --> 00:16:50,520 Speaker 1: I mean, a full like Atari cabinet out to the 294 00:16:50,600 --> 00:16:54,920 Speaker 1: patent office that or rather the copyright office and deliver 295 00:16:55,040 --> 00:16:58,880 Speaker 1: that and say like, here's our fixed tangible medium. And hilariously, 296 00:16:58,920 --> 00:17:00,160 Speaker 1: I know a lot of people think the law is 297 00:17:00,200 --> 00:17:02,760 Speaker 1: kind of messed up and it allows for absurd results. 298 00:17:03,240 --> 00:17:05,760 Speaker 1: If this kind of actual event that's happening right now 299 00:17:05,840 --> 00:17:08,200 Speaker 1: we're talking about, if they if Atari had to send 300 00:17:08,200 --> 00:17:10,800 Speaker 1: an actual cabinet every single time it made a game, 301 00:17:11,359 --> 00:17:14,880 Speaker 1: that would cause such a ludicrous amount of storage requirements 302 00:17:15,160 --> 00:17:18,080 Speaker 1: by the government would make no sense. It would can 303 00:17:18,080 --> 00:17:21,359 Speaker 1: you imagine filing these arcades? Well, it would have made 304 00:17:21,400 --> 00:17:23,760 Speaker 1: the copyright office a much more fun place to work. 305 00:17:24,880 --> 00:17:28,439 Speaker 1: It would be a great fantastic break area where you like, 306 00:17:28,440 --> 00:17:31,080 Speaker 1: we guess, guess what we got? This other game hasn't 307 00:17:31,080 --> 00:17:35,640 Speaker 1: even come out in our gades yet. Um, you know, 308 00:17:35,720 --> 00:17:38,720 Speaker 1: it seems to me this this is the argument I 309 00:17:38,720 --> 00:17:41,320 Speaker 1: would make with this, Like if you were trying to 310 00:17:41,320 --> 00:17:44,640 Speaker 1: to say, like, well, what is this similar to Let's 311 00:17:44,640 --> 00:17:48,160 Speaker 1: say that I write a play and, for some reason 312 00:17:48,560 --> 00:17:52,520 Speaker 1: that I cannot even come up with right now, I 313 00:17:52,600 --> 00:17:56,640 Speaker 1: submit my play to the copyright office, not by sending 314 00:17:56,760 --> 00:18:00,119 Speaker 1: in a script to to be copied, you know, to 315 00:18:00,160 --> 00:18:03,760 Speaker 1: register the copyright, but rather I put on a performance 316 00:18:03,960 --> 00:18:09,720 Speaker 1: of the play and then I record the performance on 317 00:18:10,320 --> 00:18:12,880 Speaker 1: using a video camera or whatever, and I send that 318 00:18:12,960 --> 00:18:16,560 Speaker 1: in to be copyright. That you could argue like, well, 319 00:18:16,640 --> 00:18:19,800 Speaker 1: you're copyrighting the performance of this play, but the play 320 00:18:19,840 --> 00:18:22,720 Speaker 1: itself you still haven't registered. That's kind of the argument 321 00:18:22,760 --> 00:18:27,439 Speaker 1: Amusement World was making. And ultimately the court dismissed this 322 00:18:27,640 --> 00:18:30,879 Speaker 1: argument and said, all right, you know, for for practicality sake, 323 00:18:31,880 --> 00:18:34,600 Speaker 1: just for the same reasons that I as was mentioning earlier, 324 00:18:35,160 --> 00:18:38,959 Speaker 1: we have to draw the line somewhere and a video 325 00:18:39,160 --> 00:18:44,119 Speaker 1: depicting gameplay footage is going to be differentiated from a 326 00:18:44,400 --> 00:18:48,840 Speaker 1: film in that we're not saying that this one video 327 00:18:49,680 --> 00:18:53,480 Speaker 1: representation of the game is the only thing that is 328 00:18:53,560 --> 00:18:58,240 Speaker 1: protected under copyright because it's ludicrous. But but it could 329 00:18:58,240 --> 00:19:01,600 Speaker 1: have gone the other way. That could have been a 330 00:19:01,680 --> 00:19:03,880 Speaker 1: first case where they're saying, actually, you're right, they didn't 331 00:19:03,880 --> 00:19:07,919 Speaker 1: send necessarcuit board. Um, well, no, you're right, there's no 332 00:19:07,960 --> 00:19:11,000 Speaker 1: copyright protection and definite your copyright covers a heck of 333 00:19:11,000 --> 00:19:14,679 Speaker 1: a lot of things, include including derivative works. So if 334 00:19:14,760 --> 00:19:18,080 Speaker 1: John Fannits send in that recording, if I transcribed it, 335 00:19:18,480 --> 00:19:20,480 Speaker 1: and go ha, I can sell this because you didn't 336 00:19:20,480 --> 00:19:24,240 Speaker 1: copyright the actual script. Clearly it's derivative of what you've done. 337 00:19:24,359 --> 00:19:27,600 Speaker 1: So that's it's supposed to reward the content creator. It's 338 00:19:27,600 --> 00:19:32,120 Speaker 1: supposed to be about furthering uh society because you when 339 00:19:32,119 --> 00:19:34,400 Speaker 1: you write something, you're protected and you can actually enjoy 340 00:19:34,480 --> 00:19:36,639 Speaker 1: the fruits of your labor. And that's the whole point 341 00:19:36,640 --> 00:19:39,760 Speaker 1: of copyright in a nutshell. Yeah, and it and it 342 00:19:39,800 --> 00:19:42,760 Speaker 1: does get complicated. I mean, using that other example of 343 00:19:42,800 --> 00:19:45,720 Speaker 1: the play and shooting a video, Let's say that I 344 00:19:45,760 --> 00:19:48,880 Speaker 1: haven't sent in the script for copyright yet. I as 345 00:19:48,920 --> 00:19:51,320 Speaker 1: comes to a rehearsal of this play that has not 346 00:19:51,400 --> 00:19:55,119 Speaker 1: yet been copyrighted. He video tapes the rehearsal and copyrights 347 00:19:55,160 --> 00:19:58,000 Speaker 1: the videotape, and now suddenly he's got a registered copyright, 348 00:19:58,040 --> 00:20:01,080 Speaker 1: assuming that it's granted, he has just a copyright for 349 00:20:01,119 --> 00:20:06,480 Speaker 1: this thing. I haven't copyrighted my script, and his registration 350 00:20:06,720 --> 00:20:09,440 Speaker 1: would predate anything I would send in, which would cause 351 00:20:09,480 --> 00:20:12,920 Speaker 1: further complications. So you know, the whole point of this 352 00:20:13,119 --> 00:20:16,560 Speaker 1: is to try and create as clear a record of 353 00:20:16,600 --> 00:20:20,560 Speaker 1: ownership as possible. But if you don't do your part 354 00:20:20,680 --> 00:20:24,600 Speaker 1: in that, then you can't expect to have the protection 355 00:20:25,080 --> 00:20:28,359 Speaker 1: that it would grant you. So uh in this case, 356 00:20:28,400 --> 00:20:32,280 Speaker 1: I guess it was a good thing that the court said, hey, uh, 357 00:20:32,760 --> 00:20:36,120 Speaker 1: the the audio visual thing is not um, not a barrier. 358 00:20:36,160 --> 00:20:39,160 Speaker 1: It's not something that is going to count against Atari 359 00:20:39,200 --> 00:20:42,879 Speaker 1: in this case. But Amusement World then had to change 360 00:20:42,880 --> 00:20:46,800 Speaker 1: its tactics and said that, Uh. What Attari was trying 361 00:20:46,840 --> 00:20:51,639 Speaker 1: to do was claim copyright protection of the idea of 362 00:20:51,680 --> 00:20:54,440 Speaker 1: a video game in which the player tries to survive 363 00:20:54,760 --> 00:20:59,920 Speaker 1: encounters with asteroids and enemy spaceships. So this is where 364 00:21:00,000 --> 00:21:05,240 Speaker 1: to get into another interesting uh facet of copyright, because, 365 00:21:05,960 --> 00:21:10,320 Speaker 1: as it turns out, an idea by itself is not 366 00:21:10,560 --> 00:21:14,560 Speaker 1: something that's guaranteed protection. There's the whole thing about idea 367 00:21:14,720 --> 00:21:17,840 Speaker 1: versus the expression of an idea. And you're gonna get 368 00:21:17,880 --> 00:21:22,240 Speaker 1: familiar with this jeweled be pendant and what this this 369 00:21:22,320 --> 00:21:25,600 Speaker 1: thing is. If there was this lawsuit, I'll do it 370 00:21:25,640 --> 00:21:28,960 Speaker 1: real quick. There was one manufacturer of a thing of 371 00:21:29,000 --> 00:21:30,680 Speaker 1: it like a brooch or a pin that a person 372 00:21:30,720 --> 00:21:34,119 Speaker 1: would wear. It was a B that had jewels on it. 373 00:21:34,520 --> 00:21:37,040 Speaker 1: So somebody saw that idea, Hey, that's a really cool idea. 374 00:21:37,040 --> 00:21:41,600 Speaker 1: I'm gonna make the same thing. So the first person 375 00:21:41,640 --> 00:21:44,680 Speaker 1: who made the be jeweled B said no, I'm suing 376 00:21:44,720 --> 00:21:48,560 Speaker 1: you for for copyright. That's mine, and the court said, listen, 377 00:21:48,600 --> 00:21:53,760 Speaker 1: there's only one way to show a jeweled B. That's it. Now. 378 00:21:53,760 --> 00:21:56,399 Speaker 1: Granted we could have a different pattern on the actual B, 379 00:21:56,960 --> 00:21:59,240 Speaker 1: but a B, if you're trying to keep it realistic, 380 00:21:59,320 --> 00:22:01,800 Speaker 1: is going to have the black and yellow or brown 381 00:22:01,800 --> 00:22:04,280 Speaker 1: and yellow kind of stripes. It's gonna have wings. There 382 00:22:04,280 --> 00:22:07,440 Speaker 1: are elements you cannot change about this, and there's only 383 00:22:07,640 --> 00:22:11,160 Speaker 1: one true way to do this. In that case, you do. 384 00:22:11,440 --> 00:22:14,320 Speaker 1: The first person does have a copyright on that actual item, 385 00:22:14,359 --> 00:22:17,440 Speaker 1: but it's not exactly terribly strong. Another person can actually 386 00:22:17,520 --> 00:22:19,960 Speaker 1: make the same thing also have a copyright on it, 387 00:22:19,960 --> 00:22:22,160 Speaker 1: which sounds a little bit bizarre if you think about it. 388 00:22:22,520 --> 00:22:27,600 Speaker 1: But because you can't copyright the idea, this is free 389 00:22:27,600 --> 00:22:29,879 Speaker 1: to copy, and you know you still have a copyright. 390 00:22:29,880 --> 00:22:33,160 Speaker 1: It's just such a weak, weak copyright that it's it's 391 00:22:33,359 --> 00:22:35,879 Speaker 1: very very strange. And that's basically we gets applied to 392 00:22:35,920 --> 00:22:39,760 Speaker 1: this case. Yeah, yeah, this this idea that okay, so 393 00:22:39,800 --> 00:22:43,840 Speaker 1: the idea itself is not copyrightable. That there you could 394 00:22:43,840 --> 00:22:47,359 Speaker 1: have the reasonable expectation that different people would want to 395 00:22:47,359 --> 00:22:51,760 Speaker 1: create a game based on this same kernel of an idea. 396 00:22:52,160 --> 00:22:55,800 Speaker 1: The argument then becomes, well, how many different ways are 397 00:22:55,920 --> 00:22:59,200 Speaker 1: there to express that idea? If it turns out there's 398 00:22:59,240 --> 00:23:02,080 Speaker 1: really only one method of doing it, you can't truly 399 00:23:02,200 --> 00:23:07,360 Speaker 1: have protection of that because it would be silly, right 400 00:23:07,400 --> 00:23:09,840 Speaker 1: if it's it's only if there are multiple ways to 401 00:23:09,920 --> 00:23:14,040 Speaker 1: express that idea that you you could argue, well, this 402 00:23:14,119 --> 00:23:17,200 Speaker 1: person copied you, and they didn't have to. They could 403 00:23:17,200 --> 00:23:20,320 Speaker 1: have expressed that same idea in a totally different and 404 00:23:20,440 --> 00:23:26,639 Speaker 1: novel way, So therefore they are they are actively violating 405 00:23:26,640 --> 00:23:31,760 Speaker 1: your copyright. You have a legitimate, uh legitimate complaint. So 406 00:23:31,840 --> 00:23:34,439 Speaker 1: what the court had to decide in this case was, 407 00:23:35,960 --> 00:23:40,280 Speaker 1: did what the stuff that Amusement World did by creating Meteors, 408 00:23:40,520 --> 00:23:45,760 Speaker 1: did they in fact copy Atari or did they simply 409 00:23:46,640 --> 00:23:51,320 Speaker 1: employ the same ideas Because there was really only that 410 00:23:51,400 --> 00:23:56,159 Speaker 1: way to express a game where you are trying to 411 00:23:56,760 --> 00:24:00,880 Speaker 1: maneuver a spacecraft through an asteroid bell while you're being 412 00:24:00,880 --> 00:24:04,920 Speaker 1: shot at by enemy spaceships. And that must have been 413 00:24:04,920 --> 00:24:09,280 Speaker 1: a really interesting deliberation to go through and say, all right, well, 414 00:24:09,320 --> 00:24:13,320 Speaker 1: which one elements here do we think are essentially universal 415 00:24:13,359 --> 00:24:15,159 Speaker 1: in the sense that anyone who wanted to make a 416 00:24:15,200 --> 00:24:19,000 Speaker 1: game that represented this kind of idea would have to 417 00:24:19,040 --> 00:24:22,920 Speaker 1: do it this way versus which one of these ideas 418 00:24:23,400 --> 00:24:26,199 Speaker 1: could you do in a myriad of other ways, But 419 00:24:26,320 --> 00:24:30,399 Speaker 1: they chose to copy Atari's method, and in this case 420 00:24:31,280 --> 00:24:36,959 Speaker 1: it ended up um kind of a favoring Amusement World. 421 00:24:37,160 --> 00:24:41,639 Speaker 1: Amusement World UH is not found guilty of copy infringement 422 00:24:41,680 --> 00:24:46,280 Speaker 1: in this case because there is apparently the idea expression 423 00:24:46,840 --> 00:24:49,199 Speaker 1: unity is true in this particular case. That's what the 424 00:24:49,200 --> 00:24:51,560 Speaker 1: court's saying. They're saying, look, there is like one way 425 00:24:51,600 --> 00:24:53,560 Speaker 1: to do this. So if you had a spaceship and 426 00:24:53,640 --> 00:24:56,760 Speaker 1: you're going to blow up a rock in this in space, 427 00:24:57,800 --> 00:25:00,359 Speaker 1: those rocks have to disappear one of two or three 428 00:25:00,359 --> 00:25:02,399 Speaker 1: different ways. Okay, it's gonna break up and one piece, 429 00:25:02,400 --> 00:25:05,360 Speaker 1: two pieces, three pieces that breaks up into a million pieces. 430 00:25:05,600 --> 00:25:08,920 Speaker 1: The game becomes somewhat unplayable because you'll just lose all 431 00:25:08,960 --> 00:25:11,840 Speaker 1: the time. They're saying that both games start off somewhat easy, 432 00:25:11,920 --> 00:25:14,760 Speaker 1: which is to encourage people to play the game. That's 433 00:25:14,760 --> 00:25:16,680 Speaker 1: something that you can't really say, We'll start the game 434 00:25:16,720 --> 00:25:19,840 Speaker 1: really hard and that will be a different game. So 435 00:25:20,040 --> 00:25:23,960 Speaker 1: there's enough elements that in this case the course saying, 436 00:25:24,000 --> 00:25:27,160 Speaker 1: look if you're flying around in space and that you're 437 00:25:27,160 --> 00:25:30,359 Speaker 1: blown up rocks. This is kind of the only way 438 00:25:30,400 --> 00:25:34,200 Speaker 1: to do it, because you just there's no way around this. 439 00:25:35,040 --> 00:25:39,520 Speaker 1: And I want to just quickly mentioned that both of 440 00:25:39,560 --> 00:25:42,879 Speaker 1: these guys Amusement World in Natari both have copyright protection. 441 00:25:43,320 --> 00:25:46,720 Speaker 1: It's that the protection doesn't give them a monopoly because 442 00:25:47,400 --> 00:25:50,399 Speaker 1: of the idea expression unity. That's what the thing is. 443 00:25:50,440 --> 00:25:53,679 Speaker 1: It's about a monopoly on something more so than it 444 00:25:53,760 --> 00:25:56,520 Speaker 1: is protection, because even though these games are very similar 445 00:25:57,119 --> 00:26:00,440 Speaker 1: and they act in a very similar way, they both 446 00:26:00,760 --> 00:26:05,720 Speaker 1: still have copyrights on those products, which is really I mean, 447 00:26:05,720 --> 00:26:09,280 Speaker 1: this is that's mind bending to me, particularly when we 448 00:26:09,320 --> 00:26:12,639 Speaker 1: get to the discussion of the second case, where we 449 00:26:12,680 --> 00:26:16,560 Speaker 1: start saying, wait a minute, I don't on a very 450 00:26:16,600 --> 00:26:20,080 Speaker 1: like high level, it could be hard to distinguish between 451 00:26:20,119 --> 00:26:23,560 Speaker 1: the two the differences that that mark one case versus 452 00:26:23,600 --> 00:26:27,760 Speaker 1: the other, because, as it turns out, the court decisions 453 00:26:27,840 --> 00:26:31,120 Speaker 1: in the second case we're going to talk about go 454 00:26:31,280 --> 00:26:33,359 Speaker 1: in a in a different direction than the one we 455 00:26:33,480 --> 00:26:36,720 Speaker 1: just mentioned. And that's that's probably why I mean, I mean, 456 00:26:36,720 --> 00:26:39,720 Speaker 1: I imagine that's why you when you were studying law, 457 00:26:39,840 --> 00:26:43,560 Speaker 1: you had these two cases kind of presented together as 458 00:26:43,600 --> 00:26:49,439 Speaker 1: a way of uh illustrating this this idea of um 459 00:26:49,480 --> 00:26:52,159 Speaker 1: the copyright of the expression of an idea versus the 460 00:26:52,200 --> 00:26:54,960 Speaker 1: idea itself. Yeah, like I said in the beginning, this 461 00:26:55,040 --> 00:26:57,640 Speaker 1: was maddening to go back to back with the case 462 00:26:58,160 --> 00:27:00,800 Speaker 1: that The next case this is ninety eight two. It's 463 00:27:00,920 --> 00:27:03,359 Speaker 1: decided by the United States Court of Appeal, Seventh Circuit 464 00:27:03,880 --> 00:27:07,280 Speaker 1: and the Satari versus North American Phillips Consumer Electronance Corps. 465 00:27:07,680 --> 00:27:11,000 Speaker 1: You might know them as Phillips in the in the case, 466 00:27:11,080 --> 00:27:13,600 Speaker 1: they are constantly called North American because that's just the 467 00:27:13,600 --> 00:27:16,760 Speaker 1: shorthand eight two. That's just the way it was. And 468 00:27:16,800 --> 00:27:18,960 Speaker 1: on top of that, Phillips happened to be the maker 469 00:27:19,000 --> 00:27:21,680 Speaker 1: or something called The Odyssey, which I'm sure not only 470 00:27:21,720 --> 00:27:24,120 Speaker 1: have I heard it discussed on tech stuff. I kind 471 00:27:24,119 --> 00:27:26,919 Speaker 1: of remember the Odyssey because I remember the actual ads 472 00:27:26,920 --> 00:27:29,120 Speaker 1: in magazines and I'm like, what's an Odyssey? So here's 473 00:27:29,119 --> 00:27:32,160 Speaker 1: the thing. I think I actually owned the game that's 474 00:27:32,200 --> 00:27:36,280 Speaker 1: in question. Here, the game of question. Here's uh, there's 475 00:27:36,320 --> 00:27:40,160 Speaker 1: there's two games and Sari has got the Atari has 476 00:27:40,200 --> 00:27:44,480 Speaker 1: in this particular world, Attari has a Midway have the 477 00:27:44,640 --> 00:27:47,679 Speaker 1: rights to make a pac Man game. Who owns the 478 00:27:47,680 --> 00:27:51,960 Speaker 1: copyright on Pacman at the point, so Namco had the 479 00:27:52,040 --> 00:27:56,080 Speaker 1: Namco owns the game, but uh midway in, Atari had 480 00:27:56,080 --> 00:28:00,520 Speaker 1: the United States the the exclusive United States rights to 481 00:28:01,800 --> 00:28:06,399 Speaker 1: pac Man. So you could think of Atari almost being 482 00:28:06,560 --> 00:28:10,080 Speaker 1: a a you know, like the representation of Namco in 483 00:28:10,119 --> 00:28:14,040 Speaker 1: the US because of the way that games would be 484 00:28:14,040 --> 00:28:19,199 Speaker 1: published and then distributed globally. So while Namco technically is 485 00:28:19,280 --> 00:28:22,400 Speaker 1: the owner of pac Man, Atari could act in that 486 00:28:22,480 --> 00:28:26,120 Speaker 1: capacity within the United States. Yeah, that's like the whole 487 00:28:26,160 --> 00:28:28,440 Speaker 1: point of copyright. You have the right. Namco has the right, 488 00:28:28,440 --> 00:28:32,040 Speaker 1: and they own this this character, they own every derivative work, 489 00:28:32,080 --> 00:28:33,840 Speaker 1: and they're like, hey, listen, now that we have this, 490 00:28:34,040 --> 00:28:36,240 Speaker 1: we can sell the license to somebody else to do 491 00:28:36,320 --> 00:28:38,000 Speaker 1: something with it. So that's one of the reason why 492 00:28:38,040 --> 00:28:40,920 Speaker 1: people are ferociously fighting about this, because they want to 493 00:28:41,000 --> 00:28:44,040 Speaker 1: have the exclusive right. Atari paid money for these rights 494 00:28:44,720 --> 00:28:47,840 Speaker 1: and they don't they don't want to lose market share 495 00:28:47,880 --> 00:28:51,560 Speaker 1: because Philips decides to make a better pac Man game. 496 00:28:52,080 --> 00:28:55,040 Speaker 1: Um so this this game that eventually comes out as 497 00:28:55,040 --> 00:28:59,080 Speaker 1: called Ksey Munchkin, a game I had never heard of before. 498 00:29:00,080 --> 00:29:02,600 Speaker 1: I had not I thought, I swore when I saw 499 00:29:02,640 --> 00:29:06,040 Speaker 1: that you had put this as one of the lawsuits 500 00:29:06,080 --> 00:29:08,120 Speaker 1: we were going to talk about. This was before we 501 00:29:08,160 --> 00:29:11,040 Speaker 1: had decided just to focus on a Torii. I saw 502 00:29:11,080 --> 00:29:14,840 Speaker 1: the name Casey Munchkin, and I thought, I've never heard 503 00:29:14,840 --> 00:29:17,760 Speaker 1: of this game. Then I watched a video of the 504 00:29:17,800 --> 00:29:21,360 Speaker 1: gameplay and I said, I think I owned this game, 505 00:29:22,720 --> 00:29:26,400 Speaker 1: but I had no memory of the name of it. Yeah, 506 00:29:26,640 --> 00:29:28,800 Speaker 1: so it's it's amazed game. Let's le's let's talk about 507 00:29:28,800 --> 00:29:31,600 Speaker 1: the little what happened, the little facts about this this 508 00:29:31,840 --> 00:29:34,760 Speaker 1: uh infringing work sure that this is being called. So 509 00:29:34,800 --> 00:29:37,720 Speaker 1: there's a game developer's name is Ed Everett and a Mr. 510 00:29:37,800 --> 00:29:39,920 Speaker 1: Stop And in the case, they don't actually give stop 511 00:29:39,920 --> 00:29:41,200 Speaker 1: at first name, so I don't know what his name 512 00:29:41,280 --> 00:29:43,800 Speaker 1: is his first name, but he's the head of Phillips's 513 00:29:43,920 --> 00:29:46,520 Speaker 1: home video game development and that's for the Odyssey. So 514 00:29:46,600 --> 00:29:49,640 Speaker 1: they see pac Man in an our airport arcade and 515 00:29:49,680 --> 00:29:52,360 Speaker 1: they decided, hey, we could build a better version for 516 00:29:52,480 --> 00:29:56,080 Speaker 1: the Odyssey home console. Now Everett had made twenty one 517 00:29:56,280 --> 00:29:59,400 Speaker 1: other video games, so he's he's got a good track 518 00:29:59,480 --> 00:30:03,840 Speaker 1: record in comes to making games. Let's Stop and Everett 519 00:30:03,880 --> 00:30:06,120 Speaker 1: both decide that, hey, listen, if we had the pac 520 00:30:06,160 --> 00:30:08,960 Speaker 1: Man name on this game, it would do so much better. 521 00:30:09,520 --> 00:30:12,520 Speaker 1: So Average starting to do some development on the game. 522 00:30:12,880 --> 00:30:16,000 Speaker 1: North American at this point where Phillips is trying to 523 00:30:16,000 --> 00:30:18,000 Speaker 1: get the license from Midway, So, hey, can we just 524 00:30:18,200 --> 00:30:20,920 Speaker 1: make a game with you guys with the license and 525 00:30:22,200 --> 00:30:25,800 Speaker 1: the company Midway says no, we're not giving you a license. 526 00:30:26,160 --> 00:30:29,640 Speaker 1: So Average kind of building a game that's not even 527 00:30:29,680 --> 00:30:32,800 Speaker 1: done yet. He's told that we don't have the license. 528 00:30:32,880 --> 00:30:36,080 Speaker 1: So Average continues to build this game, and it turns 529 00:30:36,080 --> 00:30:38,160 Speaker 1: out to be Casey Munchkin, right, the idea of being 530 00:30:38,200 --> 00:30:41,840 Speaker 1: to make a game similar to pac Man without being 531 00:30:42,000 --> 00:30:45,280 Speaker 1: exactly pac Man, and also the idea of making this 532 00:30:45,360 --> 00:30:49,280 Speaker 1: quote unquote better than the arcade version. So it was 533 00:30:50,080 --> 00:30:54,400 Speaker 1: it wasn't built as a clone of pac Man, but 534 00:30:54,720 --> 00:30:58,320 Speaker 1: you know it's undeniable that it shares a lot of 535 00:30:58,360 --> 00:31:01,760 Speaker 1: similarities to pac Man. Yeah, so Average finishes this game 536 00:31:01,800 --> 00:31:04,520 Speaker 1: called Casey Munchkin. North American says, can we review the game? 537 00:31:04,560 --> 00:31:06,720 Speaker 1: We want to make sure it's totally different from pac Man, 538 00:31:07,280 --> 00:31:08,840 Speaker 1: and so they see the game, they go, okay, we 539 00:31:08,880 --> 00:31:11,760 Speaker 1: need to change some things. First, change the protagonist's color. 540 00:31:11,920 --> 00:31:14,560 Speaker 1: He's not going to be yellow, so that that's a 541 00:31:14,560 --> 00:31:16,920 Speaker 1: big flag. So they change the color of Munchkin from 542 00:31:16,920 --> 00:31:21,360 Speaker 1: the yellow to blue. They also told retailers, do not 543 00:31:21,680 --> 00:31:24,880 Speaker 1: call this pac Man, do not reference pac Man. Whatever 544 00:31:24,920 --> 00:31:27,640 Speaker 1: you do, don't call it pac Man. So what actually 545 00:31:27,680 --> 00:31:31,440 Speaker 1: happens in reality, retailers call it Odysse's pac Man or 546 00:31:31,440 --> 00:31:35,440 Speaker 1: a pac Man pac game because that's gonna sell copies 547 00:31:35,480 --> 00:31:37,800 Speaker 1: to customers, and that's what the stores are concerned with. 548 00:31:37,880 --> 00:31:41,160 Speaker 1: They don't the stores aren't concerned with copyright. They're concerned 549 00:31:41,200 --> 00:31:45,320 Speaker 1: with moving inventory. Yeah, so that didn't help anything, were Philip, 550 00:31:45,360 --> 00:31:47,280 Speaker 1: because they're like, no, don't do that, don't do that. 551 00:31:47,680 --> 00:31:50,360 Speaker 1: And so Atari gets wind of this, they go, listen, 552 00:31:50,640 --> 00:31:54,000 Speaker 1: we're pursuing you because you are printing on our copyright. Here. 553 00:31:54,120 --> 00:31:55,400 Speaker 1: We have the rights to do this. You don't have 554 00:31:55,440 --> 00:31:57,440 Speaker 1: any rights to do this. And they look for a 555 00:31:57,440 --> 00:32:00,120 Speaker 1: primary injunction to get this game off the shelves. They 556 00:32:00,120 --> 00:32:03,120 Speaker 1: don't want this game being sold. And in the first case, 557 00:32:04,080 --> 00:32:07,160 Speaker 1: Atari loses. Okay, a story does not get their injunction 558 00:32:07,200 --> 00:32:08,920 Speaker 1: and to start with, and that's how it ends up 559 00:32:08,960 --> 00:32:11,120 Speaker 1: at the Court of Appeal Seventh Circuit, because the Court 560 00:32:11,160 --> 00:32:13,960 Speaker 1: of Appeals is taking this appeal to find out what 561 00:32:14,000 --> 00:32:19,080 Speaker 1: happens and they decide it is infringement, which will make 562 00:32:19,120 --> 00:32:21,960 Speaker 1: your head explode as we describe the games, because it's 563 00:32:22,160 --> 00:32:26,640 Speaker 1: very strange why this in this case there is infringement 564 00:32:26,760 --> 00:32:31,239 Speaker 1: versus the before we get into that, just so just 565 00:32:31,280 --> 00:32:33,720 Speaker 1: so people can kind of understand. And I don't mean 566 00:32:33,720 --> 00:32:35,600 Speaker 1: to put you on the spot, I ad but can 567 00:32:35,640 --> 00:32:39,120 Speaker 1: you can you sort of give an overview of of 568 00:32:39,280 --> 00:32:42,880 Speaker 1: what the appeals process is in case? Could because as 569 00:32:42,880 --> 00:32:45,880 Speaker 1: you pointed out, Atari had lost the case but then 570 00:32:45,960 --> 00:32:48,880 Speaker 1: was able to take it to another court. Well, I mean, 571 00:32:48,880 --> 00:32:52,160 Speaker 1: so that's the first case was adjudicated, and is this 572 00:32:52,360 --> 00:32:54,320 Speaker 1: in this particular case you have to show you look 573 00:32:54,360 --> 00:32:56,880 Speaker 1: for an injunction, you have to show irreparable harm. Okay, 574 00:32:57,200 --> 00:32:59,440 Speaker 1: if you're looking for irreparable harm, you have to explain 575 00:32:59,520 --> 00:33:02,560 Speaker 1: that you cannot be made whole with money, right, so 576 00:33:02,640 --> 00:33:05,640 Speaker 1: if you have, uh, if you're talking about Apple and Samsung, 577 00:33:05,680 --> 00:33:07,880 Speaker 1: they're like, hey, look, don't sell those phones, and the 578 00:33:07,960 --> 00:33:09,960 Speaker 1: courts like no, you know what, if if this stays 579 00:33:09,960 --> 00:33:11,840 Speaker 1: on the shelves, they can just pay you money. Because 580 00:33:11,840 --> 00:33:13,479 Speaker 1: that's only that's the only thing you're gonna lose. You're 581 00:33:13,520 --> 00:33:16,040 Speaker 1: just gonna lose on profits, Well, that's what they'll pay 582 00:33:16,040 --> 00:33:19,760 Speaker 1: out the same thing with this kind of deal. The court, 583 00:33:19,800 --> 00:33:23,520 Speaker 1: the lower court found, look, there was no irreparable harm here, 584 00:33:23,520 --> 00:33:26,640 Speaker 1: so we're not going to stop this game from being sold. Um. 585 00:33:26,760 --> 00:33:29,920 Speaker 1: Then Atari just basically files a motion of appeal. I mean, 586 00:33:29,920 --> 00:33:32,360 Speaker 1: that's basically what that works. They file the appeal, and 587 00:33:32,360 --> 00:33:36,360 Speaker 1: then this court decides to take a look at everything 588 00:33:36,400 --> 00:33:38,040 Speaker 1: that happened in the first case, and pretty much I 589 00:33:38,120 --> 00:33:41,720 Speaker 1: believe in this. In this appeals process, all the facts 590 00:33:41,760 --> 00:33:43,560 Speaker 1: are pretty much stipulated. So it's not a heck of 591 00:33:43,560 --> 00:33:47,360 Speaker 1: a lot of disagreement, not having like an argument about um, oh, 592 00:33:47,440 --> 00:33:50,280 Speaker 1: you know, these two guys didn't see the airport. They 593 00:33:50,320 --> 00:33:54,600 Speaker 1: saw it somewhere in Atari's headquarters. Whatever facts are in 594 00:33:54,800 --> 00:33:57,680 Speaker 1: that first case are kind of taken as as that. 595 00:33:58,200 --> 00:34:00,960 Speaker 1: It's just like this is reality. We we can't can't 596 00:34:00,960 --> 00:34:05,840 Speaker 1: look outside of this reality. We just decided this was correctly. Uh, 597 00:34:05,960 --> 00:34:09,680 Speaker 1: if this, if the court decision was correct in this case, exactly, 598 00:34:09,760 --> 00:34:13,040 Speaker 1: they're looking at the court abuse discretion they do anything strange. 599 00:34:13,480 --> 00:34:17,080 Speaker 1: It's a very narrow kind of thing, and so it's 600 00:34:17,120 --> 00:34:19,319 Speaker 1: it's you're not gonna see a lot of if you 601 00:34:19,320 --> 00:34:21,800 Speaker 1: ever wanted to see a Court of Appeals kind of argument, 602 00:34:22,040 --> 00:34:25,560 Speaker 1: I feel like I really want to. No, it's not 603 00:34:25,600 --> 00:34:29,160 Speaker 1: going to be an exciting defendant plaintiff argument. It's gonna 604 00:34:29,160 --> 00:34:31,400 Speaker 1: be like, well, that's what happened, and that's what happened. 605 00:34:31,800 --> 00:34:36,440 Speaker 1: Mm hmm. That's it pretty well at any rate. The 606 00:34:36,480 --> 00:34:39,360 Speaker 1: other thing to keep in mind is that before we 607 00:34:39,400 --> 00:34:41,880 Speaker 1: talk about how the court described these games, because it 608 00:34:41,960 --> 00:34:45,720 Speaker 1: is pretty awesome. Uh. The the other thing to remember 609 00:34:45,840 --> 00:34:49,720 Speaker 1: is that Casey Munchkin came out on the Odyssey before 610 00:34:49,800 --> 00:34:54,439 Speaker 1: atriis uh Port, I guess Port is probably being way 611 00:34:54,440 --> 00:34:58,000 Speaker 1: too generous before Atris version of pac Man could come 612 00:34:58,040 --> 00:35:02,840 Speaker 1: out for the twenty hundred. So that was also an issue. 613 00:35:03,080 --> 00:35:06,399 Speaker 1: Was that seeing this this other home video game representation 614 00:35:06,520 --> 00:35:08,920 Speaker 1: of a very similar idea come out on a different 615 00:35:08,960 --> 00:35:13,040 Speaker 1: console before Autari could have its version come out on 616 00:35:13,040 --> 00:35:17,360 Speaker 1: the twenty that could. I'm guessing that also gave Atari 617 00:35:17,480 --> 00:35:20,960 Speaker 1: some some ammunition to say, look, they're even trying to 618 00:35:21,880 --> 00:35:23,920 Speaker 1: um to edge us out before we can get our 619 00:35:23,960 --> 00:35:27,480 Speaker 1: product on store shelves. But let's talk about how the 620 00:35:27,520 --> 00:35:33,760 Speaker 1: court described these games. So, uh, these descriptions are written 621 00:35:33,880 --> 00:35:37,040 Speaker 1: up in court documents. You can actually read the full 622 00:35:37,280 --> 00:35:41,600 Speaker 1: descriptions because uh, they're pretty long, but you you pulled 623 00:35:41,640 --> 00:35:44,040 Speaker 1: out an excerpt that I think is pretty awesome for 624 00:35:44,520 --> 00:35:48,799 Speaker 1: the description of of of what pac Man is. So 625 00:35:48,880 --> 00:35:51,200 Speaker 1: this is directly from the court case and they're explaining 626 00:35:51,520 --> 00:35:53,920 Speaker 1: the copyrighted work in this case, pac Man, the copyright 627 00:35:54,080 --> 00:35:57,600 Speaker 1: version A pac Man is an electronic arcade maze chase game. 628 00:35:57,960 --> 00:36:00,480 Speaker 1: Very basically the game board, which you appers on a 629 00:36:00,480 --> 00:36:03,680 Speaker 1: television like screen, consists of a fixed maze, a central 630 00:36:03,800 --> 00:36:09,279 Speaker 1: character parentheses expressed as a gobbler uh, four pursuit characters 631 00:36:09,280 --> 00:36:14,560 Speaker 1: expressed as ghost monsters, several hundred evenly spaced pink dots 632 00:36:14,640 --> 00:36:18,280 Speaker 1: which line the pathways of the maze or enlarge pink dots, 633 00:36:19,080 --> 00:36:23,080 Speaker 1: power capsules approximately located each of the mazes, four corners, 634 00:36:23,080 --> 00:36:26,040 Speaker 1: and various colored fruit symbols which appear near the middle 635 00:36:26,080 --> 00:36:29,359 Speaker 1: of the maze during the play of the game. Yeah, 636 00:36:29,400 --> 00:36:32,640 Speaker 1: and it goes on to describe in great detail what 637 00:36:32,800 --> 00:36:35,839 Speaker 1: a pac Man game consists of, even going so far 638 00:36:35,880 --> 00:36:39,719 Speaker 1: as to explain how you accumulate points through uh having 639 00:36:39,719 --> 00:36:44,880 Speaker 1: your gobbler gobble pellets, including the power capsules, having having 640 00:36:44,880 --> 00:36:49,200 Speaker 1: your gobbler gobble, the various fruit symbols, as well as 641 00:36:49,239 --> 00:36:52,960 Speaker 1: having your gobbler gobble the ghosts whenever the power capsules 642 00:36:53,000 --> 00:36:57,280 Speaker 1: allow for role reversal and the hunter becomes or hunted 643 00:36:57,320 --> 00:36:59,680 Speaker 1: becomes the hunter. I guess in that case, I really 644 00:36:59,800 --> 00:37:02,520 Speaker 1: really wish these like I wish these court descriptions were 645 00:37:02,600 --> 00:37:04,560 Speaker 1: like on the back of boxes when you bought the 646 00:37:04,640 --> 00:37:07,040 Speaker 1: game with eles. When this period of vulnerability is about 647 00:37:07,040 --> 00:37:09,840 Speaker 1: to end, the monsters warned the player by flashing alternative 648 00:37:09,920 --> 00:37:13,200 Speaker 1: alternately blue and white before my turning to their original colors. 649 00:37:13,239 --> 00:37:15,600 Speaker 1: To be fair, it sounds a lot like I mean, 650 00:37:15,800 --> 00:37:18,120 Speaker 1: these games when they got them for the home consoles 651 00:37:18,200 --> 00:37:22,399 Speaker 1: came with instruction booklets, and sometimes the descriptions sounded kind 652 00:37:22,400 --> 00:37:26,160 Speaker 1: of like that. So I wrote a little note here 653 00:37:26,200 --> 00:37:29,520 Speaker 1: where because I read the same the same court notes 654 00:37:29,560 --> 00:37:32,160 Speaker 1: as I as did. And I love the fact that 655 00:37:32,239 --> 00:37:38,000 Speaker 1: when they were referencing the Casey Munchkin game, which you know, 656 00:37:38,040 --> 00:37:41,279 Speaker 1: they point out had a lot of the same elements 657 00:37:41,320 --> 00:37:45,320 Speaker 1: as the pac Man game, they said that the ghost monsters, 658 00:37:45,360 --> 00:37:48,400 Speaker 1: the three ghost sponsors and Casey Munchkin rather than the 659 00:37:48,440 --> 00:37:52,480 Speaker 1: four in pact Man, were quote much spookier in quote 660 00:37:53,200 --> 00:37:55,560 Speaker 1: that's right, because they have like little tentacles or or 661 00:37:55,960 --> 00:37:59,840 Speaker 1: beat or something like that, and they creepily move and 662 00:38:00,000 --> 00:38:03,320 Speaker 1: they also have antenna, so they're they're they're extra animated. 663 00:38:03,360 --> 00:38:04,759 Speaker 1: I believe that was one of the other things they 664 00:38:04,800 --> 00:38:06,480 Speaker 1: wanted to make sure the game look different, and it 665 00:38:06,520 --> 00:38:10,480 Speaker 1: does look pretty different. There's a cool little corral in 666 00:38:10,520 --> 00:38:14,680 Speaker 1: the middle that changes versus compared to the corral with 667 00:38:14,760 --> 00:38:16,839 Speaker 1: the pac Man. Yeah, yeah, and the pact Man. It's 668 00:38:16,920 --> 00:38:18,960 Speaker 1: one box that has the ghosts in and the ghost 669 00:38:18,960 --> 00:38:20,920 Speaker 1: will come out at the top of the box. In 670 00:38:21,480 --> 00:38:24,440 Speaker 1: Casey Munchkin, all the ghosts are piled on top of 671 00:38:24,480 --> 00:38:28,040 Speaker 1: each other. The box is it's like a three sided box. 672 00:38:28,080 --> 00:38:32,000 Speaker 1: There's a there's one side missing, and it rotates ninety 673 00:38:32,040 --> 00:38:34,960 Speaker 1: degrees every few seconds, so the ghost can only come 674 00:38:34,960 --> 00:38:37,840 Speaker 1: out one direction, depending upon you know, whichever way the 675 00:38:37,840 --> 00:38:40,239 Speaker 1: box is facing at that given moment. That's the only 676 00:38:40,440 --> 00:38:42,600 Speaker 1: way the ghost can come out, which is kind of interesting. 677 00:38:42,800 --> 00:38:46,399 Speaker 1: I guess it could be a strategic benefit depending upon 678 00:38:46,440 --> 00:38:50,799 Speaker 1: where you're Munchkin was at that given moment. They also 679 00:38:50,840 --> 00:38:54,120 Speaker 1: said that the Gobbler and Casey Munchkin has a personality, 680 00:38:54,239 --> 00:38:58,000 Speaker 1: and that pac Man didn't, so sick Burn Yeah, that 681 00:38:58,000 --> 00:39:01,200 Speaker 1: that is a pretty interesting Uh what do you call 682 00:39:01,640 --> 00:39:05,000 Speaker 1: expression observation by the court. I'm not exactly sure how 683 00:39:05,120 --> 00:39:08,520 Speaker 1: Casey shows a personality as a somewhat of a diamond 684 00:39:08,560 --> 00:39:12,799 Speaker 1: shaped blue faced gobbler. Well, he he does. He If 685 00:39:12,840 --> 00:39:17,680 Speaker 1: he wins, like if you clear out a level, he smiles, 686 00:39:17,920 --> 00:39:21,280 Speaker 1: it turns so that it's facing like the faces facing 687 00:39:21,320 --> 00:39:24,319 Speaker 1: the viewer as opposed to being in profile, and you 688 00:39:24,360 --> 00:39:27,240 Speaker 1: get a smile. Looks kind of like Kermit the Frog smiling. 689 00:39:27,280 --> 00:39:29,880 Speaker 1: If Kermit also had like little horns or antenna on 690 00:39:29,920 --> 00:39:33,520 Speaker 1: top of his head. And then uh, if he got 691 00:39:33,760 --> 00:39:39,360 Speaker 1: gobbled by a ghost, he frowns before disappearing. So there's 692 00:39:39,120 --> 00:39:41,919 Speaker 1: the fact that he could smile and frowned apparently gives 693 00:39:42,000 --> 00:39:45,160 Speaker 1: him some personality. I think pac Man's got a personality 694 00:39:45,280 --> 00:39:48,960 Speaker 1: just all business. She's like, I got no time for smiling, 695 00:39:49,520 --> 00:39:52,640 Speaker 1: no time for frowning, died. There are pellets for chomping, 696 00:39:52,640 --> 00:39:55,680 Speaker 1: all right, I gotta I gotta end up chomping these pellets. 697 00:39:55,680 --> 00:39:57,960 Speaker 1: There there could be a tricycle that shows up at 698 00:39:57,960 --> 00:40:00,640 Speaker 1: some point that I need to eat. He very cautious, 699 00:40:00,680 --> 00:40:03,399 Speaker 1: you know, fruit keeps disappearing on I mean it might 700 00:40:03,400 --> 00:40:06,560 Speaker 1: be paranoid. I believe pac Man might be a little paranoid, 701 00:40:06,560 --> 00:40:08,200 Speaker 1: but maybe I'm reading too much. It might be you 702 00:40:08,280 --> 00:40:12,400 Speaker 1: might bet on pac Man here. Two. So this is 703 00:40:12,400 --> 00:40:15,480 Speaker 1: a very it's just fun to hear the way they 704 00:40:15,520 --> 00:40:17,040 Speaker 1: describe these games. They have to think of it in 705 00:40:17,040 --> 00:40:19,480 Speaker 1: the abstract, because this is partially, this is not partially. 706 00:40:19,520 --> 00:40:22,680 Speaker 1: This is very important to determine what parts of this 707 00:40:22,719 --> 00:40:25,680 Speaker 1: game can be protected by copyright and what part isn't. 708 00:40:25,760 --> 00:40:28,520 Speaker 1: Because again, if there's only one way to do something, 709 00:40:29,040 --> 00:40:31,600 Speaker 1: well it's like the meteor case. And if there's more 710 00:40:31,640 --> 00:40:35,239 Speaker 1: than one way, and I mean like in significant ways 711 00:40:35,239 --> 00:40:37,080 Speaker 1: it's more than one way to do something, well maybe 712 00:40:37,080 --> 00:40:40,359 Speaker 1: that's infringement. Yeah. So some of the things we need 713 00:40:40,400 --> 00:40:42,520 Speaker 1: to point out or some of the differences between these games, 714 00:40:42,520 --> 00:40:44,560 Speaker 1: because they sound like they're fairly similar. But there were 715 00:40:44,560 --> 00:40:49,000 Speaker 1: a lot of interesting differences between the two. One was 716 00:40:49,040 --> 00:40:52,840 Speaker 1: that in in pac Man, you have these hundreds of pellets, 717 00:40:53,320 --> 00:40:58,640 Speaker 1: presumably depending on depending upon how it's depicted. Obviously, the 718 00:40:58,680 --> 00:41:01,560 Speaker 1: Atari version was a lot more limited. The Atari home 719 00:41:01,640 --> 00:41:03,600 Speaker 1: game version was a lot more limited than the the 720 00:41:04,040 --> 00:41:09,200 Speaker 1: the Arcade version. But Casey Munchkin, they had twelve dots 721 00:41:09,200 --> 00:41:12,920 Speaker 1: per level. The dots could actually move through the maze, however, 722 00:41:13,040 --> 00:41:16,120 Speaker 1: so it gave an extra element of challenge. Plus in 723 00:41:16,160 --> 00:41:19,359 Speaker 1: the Casey Munchkin maze, there was one pathway that would 724 00:41:19,440 --> 00:41:22,120 Speaker 1: end with a dead end, so you had to be 725 00:41:22,160 --> 00:41:24,160 Speaker 1: careful if the dot was down there and you need 726 00:41:24,160 --> 00:41:26,439 Speaker 1: to retrieve it, you had to make sure you could 727 00:41:26,440 --> 00:41:29,160 Speaker 1: do so and get out before being trapped by a 728 00:41:29,160 --> 00:41:33,040 Speaker 1: ghost because there's no other way out. Um. It also 729 00:41:33,120 --> 00:41:39,040 Speaker 1: had a different different game options with Casey Munchkin, including 730 00:41:39,080 --> 00:41:42,920 Speaker 1: one that would turn the level invisible around you whenever 731 00:41:42,960 --> 00:41:45,080 Speaker 1: you moved, so you had to stay still, like if 732 00:41:45,080 --> 00:41:46,800 Speaker 1: you hit a if you hit a wall and you 733 00:41:46,800 --> 00:41:48,839 Speaker 1: couldn't move any further, you have to stop so that 734 00:41:48,960 --> 00:41:51,239 Speaker 1: it would show up and you could see whether you 735 00:41:51,239 --> 00:41:53,160 Speaker 1: could turn in a different direction or if you need 736 00:41:53,160 --> 00:41:56,160 Speaker 1: to back out or whatever, So that was also interesting. 737 00:41:57,360 --> 00:42:01,319 Speaker 1: They also talked about how the pellets would be the 738 00:42:01,360 --> 00:42:04,360 Speaker 1: power pellets in Casey Munchkin because there were power power 739 00:42:04,400 --> 00:42:06,239 Speaker 1: pellets in that as well. It also allowed you to 740 00:42:06,800 --> 00:42:09,480 Speaker 1: turn the tables on the ghosts the three ghosts in 741 00:42:09,680 --> 00:42:12,799 Speaker 1: Casey Munchkin versus the Foreign pact Man and chomp on 742 00:42:12,880 --> 00:42:15,960 Speaker 1: them for a short amount of time, but they were 743 00:42:16,160 --> 00:42:19,279 Speaker 1: randomly distributed among those twelve pellets as opposed to being 744 00:42:19,280 --> 00:42:21,719 Speaker 1: in the four corners like it was with pac Man. 745 00:42:22,680 --> 00:42:24,600 Speaker 1: Uh So, there were a lot of differences here, a 746 00:42:24,640 --> 00:42:27,560 Speaker 1: lot of In fact, I would argue there appear to 747 00:42:27,680 --> 00:42:32,920 Speaker 1: be more significant differences in the basic presentation of the 748 00:42:32,960 --> 00:42:36,600 Speaker 1: game than you saw with Asteroids versus Meteors. If you 749 00:42:36,640 --> 00:42:40,720 Speaker 1: were standing at an Asteroids cabinet and you were standing 750 00:42:40,760 --> 00:42:43,080 Speaker 1: next to a meteor cabinet there next to each other, 751 00:42:43,120 --> 00:42:45,919 Speaker 1: you just standing up front them, they would look really similar. Okay, 752 00:42:45,920 --> 00:42:48,799 Speaker 1: I'm not even kidding. They look extraordinarily similar obviously once 753 00:42:48,800 --> 00:42:50,799 Speaker 1: in collar, once in black and white. But if you 754 00:42:50,840 --> 00:42:55,040 Speaker 1: put Casey Munchkin versus pac Man, there is a distinct difference. 755 00:42:55,080 --> 00:42:57,840 Speaker 1: I mean even the actual maze when it comes to 756 00:42:57,880 --> 00:43:00,440 Speaker 1: the styling of the maze. Instead of a being this 757 00:43:00,640 --> 00:43:05,439 Speaker 1: kind of rounded, hollow kind of maze, you have these 758 00:43:05,600 --> 00:43:09,439 Speaker 1: very hard lines the purple, and you do that moving 759 00:43:09,480 --> 00:43:12,359 Speaker 1: corral in the middle. That's that sounds pretty interesting. And 760 00:43:12,400 --> 00:43:14,480 Speaker 1: then there is this the mention of the dots, like 761 00:43:14,520 --> 00:43:17,240 Speaker 1: you were saying that move in Casey Munchkin Versus Pacman, 762 00:43:17,239 --> 00:43:20,439 Speaker 1: which are stationary but there's this great line in here. 763 00:43:20,800 --> 00:43:23,040 Speaker 1: He says, you know, as the gobbler munches more dots, 764 00:43:23,080 --> 00:43:25,360 Speaker 1: the speed of the remaining dots progressively increases, and the 765 00:43:25,440 --> 00:43:27,360 Speaker 1: last dot moves at the same speed as the gobbler. 766 00:43:27,680 --> 00:43:30,279 Speaker 1: And the words of the district court, the last dot 767 00:43:30,480 --> 00:43:33,360 Speaker 1: cannot be caught by overtaking it. It must be munched 768 00:43:33,400 --> 00:43:38,600 Speaker 1: by strategy. So there's an actual that's a great line. 769 00:43:38,640 --> 00:43:40,239 Speaker 1: That's true. Though if you have if you have to 770 00:43:40,280 --> 00:43:42,520 Speaker 1: have the strategy elements, you don't have the exact same 771 00:43:42,560 --> 00:43:45,280 Speaker 1: thing in Pact Man. You have that double wrap around 772 00:43:45,280 --> 00:43:46,560 Speaker 1: maze where you can just leave for the right, show 773 00:43:46,600 --> 00:43:49,719 Speaker 1: up on the left. This this game is so far 774 00:43:49,960 --> 00:43:52,480 Speaker 1: it sounds very different. And as a student, I'm thinking, well, 775 00:43:52,520 --> 00:43:56,120 Speaker 1: clearly the Casey Munchkin ganned gang, it's going to be fine. 776 00:43:56,480 --> 00:44:00,400 Speaker 1: But nope, the court finds in favor of a and 777 00:44:00,480 --> 00:44:02,560 Speaker 1: you might say, well, how the heck can that happen. 778 00:44:03,440 --> 00:44:07,960 Speaker 1: So one of the elements that came to um Atari's 779 00:44:08,000 --> 00:44:11,200 Speaker 1: aid not on purpose, I mean, this was just something 780 00:44:11,239 --> 00:44:16,000 Speaker 1: that that ended up supporting Atari's argument was that when 781 00:44:16,000 --> 00:44:20,600 Speaker 1: you're looking at the implementation of a a maze chase game, 782 00:44:20,680 --> 00:44:24,759 Speaker 1: they actually categorized it as a maze chase game. The 783 00:44:24,840 --> 00:44:27,440 Speaker 1: court was able to look at other games that are 784 00:44:27,520 --> 00:44:31,759 Speaker 1: also within the category of maze chase games, but are 785 00:44:32,280 --> 00:44:37,160 Speaker 1: designed in a very different, distinct way from pac Man, 786 00:44:38,040 --> 00:44:41,959 Speaker 1: and so the argument could be made there are other 787 00:44:42,080 --> 00:44:47,200 Speaker 1: ways to depict this style of game without relying upon 788 00:44:47,239 --> 00:44:50,880 Speaker 1: the same basic design elements that pac Man used, and 789 00:44:52,040 --> 00:44:54,920 Speaker 1: that ended up being the crux of the argument, right, 790 00:44:54,960 --> 00:44:56,680 Speaker 1: I think it wasn't one of them. I think it's 791 00:44:56,719 --> 00:44:59,640 Speaker 1: a rally X was the name of the game, one 792 00:44:59,680 --> 00:45:04,280 Speaker 1: of the ones that they referenced. So, uh, they actually 793 00:45:04,320 --> 00:45:08,920 Speaker 1: said that because they the Casey Munchkin ended up copying 794 00:45:09,160 --> 00:45:12,000 Speaker 1: elements of pac Man that were integral to what pac 795 00:45:12,040 --> 00:45:16,480 Speaker 1: Man is. You know, it wasn't just uh, a facet 796 00:45:16,480 --> 00:45:18,880 Speaker 1: of pac Man. That didn't really matter. If that had 797 00:45:18,920 --> 00:45:20,960 Speaker 1: been the case, it might have gone a different way. 798 00:45:21,640 --> 00:45:25,960 Speaker 1: They said that it's it's fundamentally copying the what what 799 00:45:26,080 --> 00:45:28,759 Speaker 1: I guess you could argue is the essence of pac Man, 800 00:45:29,480 --> 00:45:34,319 Speaker 1: and that therefore, uh, this ended up being Atari had 801 00:45:34,320 --> 00:45:37,680 Speaker 1: a case, like a legitimate case against the Casey Munchkin game, 802 00:45:38,360 --> 00:45:41,400 Speaker 1: and they even said that, um, here's a quote. It 803 00:45:41,520 --> 00:45:45,719 Speaker 1: is enough that substantial parts were lifted. No plagiarists can 804 00:45:45,800 --> 00:45:48,759 Speaker 1: excuse the wrong by showing how much of his work 805 00:45:48,880 --> 00:45:52,000 Speaker 1: he did not pirate, which actually came from a previous case. 806 00:45:52,040 --> 00:45:56,319 Speaker 1: They used that as a precedent to state that it 807 00:45:56,360 --> 00:46:00,239 Speaker 1: doesn't matter if you have a lot of original work 808 00:46:00,760 --> 00:46:05,080 Speaker 1: that is surrounding a kernel, if that kernel has been 809 00:46:05,120 --> 00:46:08,520 Speaker 1: stolen from someone else, if it's a significant part of 810 00:46:08,600 --> 00:46:11,600 Speaker 1: someone else's work. And this starts to kind of creep 811 00:46:11,640 --> 00:46:14,640 Speaker 1: into the concept of fair use as well, because fair 812 00:46:14,719 --> 00:46:19,000 Speaker 1: use has elements in it where you're not just concerned 813 00:46:19,000 --> 00:46:22,680 Speaker 1: with how much was copied, but what was the nature 814 00:46:22,880 --> 00:46:26,719 Speaker 1: of the copied material. So, in other words, if i 815 00:46:26,840 --> 00:46:31,000 Speaker 1: As right something, and uh, and I end up copying 816 00:46:31,120 --> 00:46:33,920 Speaker 1: only a small amount of what i As has written, 817 00:46:33,960 --> 00:46:38,440 Speaker 1: it's I've written my own article. I'm not citing i 818 00:46:38,560 --> 00:46:41,280 Speaker 1: As so much as I am taking something he's written 819 00:46:41,280 --> 00:46:44,239 Speaker 1: and incorporating it within my own work. It may be 820 00:46:44,400 --> 00:46:47,759 Speaker 1: that I've only taken a couple of sentences from i As, 821 00:46:47,840 --> 00:46:49,799 Speaker 1: and you might think, well, that should be fair use 822 00:46:49,880 --> 00:46:52,600 Speaker 1: because it's a small amount. It's not, especially if i 823 00:46:52,680 --> 00:46:55,719 Speaker 1: As had published a very long piece from which I 824 00:46:55,800 --> 00:46:59,400 Speaker 1: took those couple of sentences. But if those couple of 825 00:46:59,440 --> 00:47:02,520 Speaker 1: sentences are at the very heart of what I as 826 00:47:02,600 --> 00:47:05,879 Speaker 1: was writing about, if that is instrumental in the point 827 00:47:05,960 --> 00:47:08,480 Speaker 1: he was making, a court might say, well, no, this 828 00:47:08,560 --> 00:47:11,520 Speaker 1: is a case of plagiarism. You're not. It doesn't matter 829 00:47:11,640 --> 00:47:14,440 Speaker 1: that it was two sentences. What matters is the nature 830 00:47:14,440 --> 00:47:16,560 Speaker 1: of what was written. And that was part of what 831 00:47:16,880 --> 00:47:19,520 Speaker 1: played into the court's decision in this case, saying that 832 00:47:19,960 --> 00:47:23,200 Speaker 1: the elements that were taken, while you can argue they 833 00:47:23,200 --> 00:47:27,280 Speaker 1: were augmented or tweaked or changed or enhanced or however 834 00:47:27,320 --> 00:47:31,000 Speaker 1: you want to put it, they are the crucial elements 835 00:47:31,000 --> 00:47:35,040 Speaker 1: of what makes pac Man pac Man. Yeah. One of 836 00:47:35,040 --> 00:47:37,920 Speaker 1: the other big things about this, like there, as you 837 00:47:37,920 --> 00:47:40,879 Speaker 1: were saying, you get copyright protection on lots of different things. 838 00:47:40,960 --> 00:47:42,799 Speaker 1: And if there's a couple of sentences you took for me, 839 00:47:42,840 --> 00:47:44,640 Speaker 1: and it's it's at the essence or it's the real 840 00:47:44,920 --> 00:47:47,480 Speaker 1: crux of what I've been writing, that could be taken 841 00:47:47,480 --> 00:47:49,800 Speaker 1: as plasireism. But there's a lot of things that aren't 842 00:47:49,880 --> 00:47:53,440 Speaker 1: taken as infringement that there's a illegal term for its. 843 00:47:53,480 --> 00:47:58,000 Speaker 1: It seems a fair it's basically having events that naturally 844 00:47:58,040 --> 00:48:00,440 Speaker 1: would follow, so if somebody decides to have of I 845 00:48:00,480 --> 00:48:03,040 Speaker 1: don't know, like, let's say a three part story arc 846 00:48:03,080 --> 00:48:04,920 Speaker 1: where you have like a guy and a girl and 847 00:48:04,920 --> 00:48:07,040 Speaker 1: they meet and act one and then the act two 848 00:48:07,080 --> 00:48:09,320 Speaker 1: they break up, and then act three they get back together. 849 00:48:10,680 --> 00:48:15,560 Speaker 1: You can't copyright that that structure, right, because that's that's 850 00:48:16,000 --> 00:48:18,120 Speaker 1: natural less seems like how things work. And if that 851 00:48:18,160 --> 00:48:20,359 Speaker 1: actually happened, they would only be like one rom com 852 00:48:20,520 --> 00:48:22,440 Speaker 1: right there, the only one romantic comedy that the only 853 00:48:22,520 --> 00:48:25,080 Speaker 1: ones ever existed, and it could never happen. Tom Hanks 854 00:48:25,080 --> 00:48:27,640 Speaker 1: would have been out of work in the late nineties exactly, 855 00:48:27,760 --> 00:48:30,040 Speaker 1: or he would be doing the reboot every two years 856 00:48:30,120 --> 00:48:32,640 Speaker 1: and they would re license it. Uh. And so the 857 00:48:33,120 --> 00:48:36,160 Speaker 1: scenes of pac Man, the things that would make sense 858 00:48:36,719 --> 00:48:39,600 Speaker 1: that anybody could copy is what the court was saying 859 00:48:39,600 --> 00:48:41,719 Speaker 1: here with certain things the maze and scoring table or 860 00:48:41,719 --> 00:48:44,239 Speaker 1: standard game devices, So anybody can have a maze and 861 00:48:44,480 --> 00:48:47,680 Speaker 1: scoring table, nothing wrong with that. The tunnel exits are 862 00:48:47,800 --> 00:48:51,280 Speaker 1: nothing more than commonly used wraparound concept adapted to amaze 863 00:48:51,360 --> 00:48:54,360 Speaker 1: chase games. That's fine. You want to use dots, that's fine. 864 00:48:54,960 --> 00:48:59,120 Speaker 1: And the real problem here was the fans offul creations 865 00:48:59,440 --> 00:49:03,960 Speaker 1: pac Man and ghosts that they're this gobbling character that 866 00:49:04,239 --> 00:49:08,400 Speaker 1: just like wanders around popping pills and being chased by ghosts. 867 00:49:09,040 --> 00:49:11,439 Speaker 1: This starting to sound like an episode of Breaking Bad. 868 00:49:12,760 --> 00:49:17,480 Speaker 1: This particular implementation this expression is pac Man. This is 869 00:49:17,840 --> 00:49:20,279 Speaker 1: you could do anything. Riley X is a car game. 870 00:49:20,520 --> 00:49:22,400 Speaker 1: Do you have a car running around and it's probably 871 00:49:22,400 --> 00:49:25,440 Speaker 1: trying to pick up some kind of points based item, 872 00:49:25,480 --> 00:49:27,959 Speaker 1: maybe it's gas canisters or whatever. The heck, you would 873 00:49:27,960 --> 00:49:30,759 Speaker 1: have never play their pellets pellets as well. I had 874 00:49:30,800 --> 00:49:33,319 Speaker 1: that game as well. So you've got pellets. But and 875 00:49:33,320 --> 00:49:35,279 Speaker 1: you're gonna have a scoring table on the top left. 876 00:49:35,480 --> 00:49:38,080 Speaker 1: Nobody's saying you can't have a scoring table my scoring 877 00:49:38,120 --> 00:49:39,600 Speaker 1: table in the middle of the screen where so you 878 00:49:39,600 --> 00:49:42,840 Speaker 1: can't see it. That'd be ridiculous. There's lots of different 879 00:49:42,840 --> 00:49:47,319 Speaker 1: elements that you can do in a similar game. But 880 00:49:48,280 --> 00:49:50,520 Speaker 1: if you're just a ghost, that's not ghosts. If you're 881 00:49:50,560 --> 00:49:53,800 Speaker 1: if you're a gobbler, you better look a little different 882 00:49:54,040 --> 00:49:56,440 Speaker 1: as a gobbler. That's basically the point. And the monster, 883 00:49:56,640 --> 00:49:59,200 Speaker 1: the monster is coming after you better not be ghost 884 00:49:59,320 --> 00:50:03,040 Speaker 1: monsters if you If if those elements are similar enough 885 00:50:03,080 --> 00:50:06,120 Speaker 1: to pac Man, then it's very hard for you to 886 00:50:06,160 --> 00:50:09,040 Speaker 1: make a commencing argument that you weren't copying pac Man. 887 00:50:09,640 --> 00:50:11,719 Speaker 1: This could be a Frankenstein game, right, You can Frankenstein's 888 00:50:11,719 --> 00:50:13,960 Speaker 1: monster running around he's trying to get pellets or I 889 00:50:13,960 --> 00:50:15,759 Speaker 1: don't know, other body parts might be a little bit 890 00:50:15,800 --> 00:50:19,000 Speaker 1: disturbing at that level of game, being chased by villagers. 891 00:50:19,400 --> 00:50:22,640 Speaker 1: That would be effectively similar. Right. It sounds like a 892 00:50:22,680 --> 00:50:25,520 Speaker 1: pac Man game to me, but the expression is very different. Now, 893 00:50:25,520 --> 00:50:28,600 Speaker 1: granted it would require all kinds of other licenses. Potentially, 894 00:50:29,040 --> 00:50:30,680 Speaker 1: Uh if if there was a movie out at the 895 00:50:30,719 --> 00:50:33,240 Speaker 1: time or whatever is going on, and the court's like, listen, 896 00:50:33,239 --> 00:50:36,960 Speaker 1: this is going to cause Atari a reparable harm. Atari 897 00:50:37,000 --> 00:50:39,080 Speaker 1: doesn't even have the game out, and you have something 898 00:50:39,080 --> 00:50:43,200 Speaker 1: that looks just like, well, it's something that's the very 899 00:50:43,280 --> 00:50:45,319 Speaker 1: very similar to the point where there is infringement. You're 900 00:50:45,320 --> 00:50:49,520 Speaker 1: infringing on Atari's copyright. If they don't have this game stopped, 901 00:50:50,040 --> 00:50:52,640 Speaker 1: they're gonna lose market share. But this could be damaging. 902 00:50:52,640 --> 00:50:54,880 Speaker 1: And the court makes mention it's kind of funny to 903 00:50:54,880 --> 00:50:57,600 Speaker 1: even read something like this. They know the Odyssey games 904 00:50:57,640 --> 00:51:01,960 Speaker 1: cannot be played in an Atari, nor vice persa like, well, yeah, 905 00:51:02,000 --> 00:51:04,160 Speaker 1: of course not. But this was a concept that was 906 00:51:04,200 --> 00:51:06,000 Speaker 1: kind of important because if it's are you wasn't losing 907 00:51:06,000 --> 00:51:08,880 Speaker 1: sales of its console, that would be very different, actually 908 00:51:08,920 --> 00:51:11,680 Speaker 1: might be a little different. But in this case that look, 909 00:51:11,920 --> 00:51:14,080 Speaker 1: you can't sell this game right now because you're causing 910 00:51:14,120 --> 00:51:16,560 Speaker 1: them huge harm. And I guess sent back to the 911 00:51:16,560 --> 00:51:20,399 Speaker 1: lower court to follow along with this to issue the injunction. Yeah, 912 00:51:20,440 --> 00:51:23,640 Speaker 1: and in fact, here's another quote from the court finding 913 00:51:23,680 --> 00:51:27,719 Speaker 1: which does not necessarily put gamers in a very good light. 914 00:51:28,040 --> 00:51:32,719 Speaker 1: It's kind of a backhanded comment. Video games, unlike an 915 00:51:32,840 --> 00:51:37,120 Speaker 1: artist's painting or even other audio visual works, appealed to 916 00:51:37,160 --> 00:51:42,040 Speaker 1: an audience that is fairly undiscriminating insofar as their concern 917 00:51:42,200 --> 00:51:46,719 Speaker 1: about more subtle differences in artistic expression. The main attraction 918 00:51:46,760 --> 00:51:49,200 Speaker 1: of a game such as Pac Man lies in the 919 00:51:49,239 --> 00:51:53,319 Speaker 1: stimulation provided by the intensity of the competition. A person 920 00:51:53,360 --> 00:51:56,640 Speaker 1: who is entranced by the play of the game quote 921 00:51:56,800 --> 00:52:00,520 Speaker 1: would be disposed to overlook end quote. Many of the 922 00:52:00,560 --> 00:52:04,880 Speaker 1: minor differences in detail and quote regard their aesthetic appeal 923 00:52:05,000 --> 00:52:09,400 Speaker 1: as the same. End quote. That does sound very damning 924 00:52:09,520 --> 00:52:12,920 Speaker 1: to the general video game playing public. Of two like 925 00:52:13,000 --> 00:52:15,600 Speaker 1: you guys, don't you guys don't care about the details. 926 00:52:15,680 --> 00:52:18,080 Speaker 1: You just want the feeling you get when you play 927 00:52:18,120 --> 00:52:22,080 Speaker 1: a game like this. Well, I mean, as you were 928 00:52:22,120 --> 00:52:24,000 Speaker 1: reading that back, and I've seen that line a bunch 929 00:52:24,040 --> 00:52:25,600 Speaker 1: of times, it just struck me. Now, you know, the 930 00:52:25,640 --> 00:52:30,359 Speaker 1: whole think about everything that people when when Apple gets 931 00:52:30,400 --> 00:52:33,160 Speaker 1: upset of people, they're like, hey, look, you're copying our 932 00:52:33,239 --> 00:52:35,759 Speaker 1: stuff and they're not going to care that it's not us. 933 00:52:35,880 --> 00:52:38,080 Speaker 1: That's effectively the same argument, isn't it. They're saying, wait 934 00:52:38,080 --> 00:52:40,200 Speaker 1: a minute, wait a minute, they're going to buy your 935 00:52:40,239 --> 00:52:41,840 Speaker 1: thing because it looks like my thing, and then they 936 00:52:41,880 --> 00:52:44,839 Speaker 1: don't really care that it's actually ours, And effectively it's 937 00:52:44,880 --> 00:52:47,239 Speaker 1: the same argument that the court says there, although it 938 00:52:47,320 --> 00:52:52,719 Speaker 1: does seriously sound patronizing. Yeah, the undiscriminating the one I 939 00:52:52,800 --> 00:52:54,839 Speaker 1: want to say, the unwashed masses who play video games 940 00:52:54,840 --> 00:53:01,279 Speaker 1: and the pizza parlors can't appreciate you can't appreciate kids. 941 00:53:01,320 --> 00:53:03,720 Speaker 1: So another another thing that I think is kind of funny. 942 00:53:03,760 --> 00:53:07,799 Speaker 1: It's it's sort of um uh, you know, tragically ironic 943 00:53:08,280 --> 00:53:13,040 Speaker 1: when you get down to it. Is Ultimately, Atari's pac 944 00:53:13,080 --> 00:53:16,600 Speaker 1: Man version for the was awful, and it is often 945 00:53:16,680 --> 00:53:20,520 Speaker 1: cited as one of the many reasons why the company 946 00:53:20,760 --> 00:53:26,480 Speaker 1: suffered so much, h so many setbacks, Bree and partly 947 00:53:26,600 --> 00:53:29,400 Speaker 1: why the video game crash, the home video game crash 948 00:53:30,080 --> 00:53:33,600 Speaker 1: three happened, it was that they had spent a lot 949 00:53:33,640 --> 00:53:37,760 Speaker 1: of money two create this pac Man game. They rushed 950 00:53:37,800 --> 00:53:40,280 Speaker 1: it so that they could get it out in time 951 00:53:40,320 --> 00:53:43,520 Speaker 1: for the Christmas season. It came out, and it was 952 00:53:43,760 --> 00:53:47,319 Speaker 1: a huge letdown because it was such a pale comparison 953 00:53:47,400 --> 00:53:53,280 Speaker 1: to the arcade experience that it was the actual pac 954 00:53:53,320 --> 00:53:57,319 Speaker 1: Man game that Attari made ultimately is what damaged the 955 00:53:57,360 --> 00:54:03,439 Speaker 1: company's actual, uh you know, um reputation. It wasn't that 956 00:54:03,840 --> 00:54:07,239 Speaker 1: some other game company created a game like pac Man 957 00:54:07,360 --> 00:54:11,560 Speaker 1: and that damaged Attari's reputation. It was Atari's own actions 958 00:54:11,640 --> 00:54:15,359 Speaker 1: that ultimately damaged its reputation. Now that is immaterial for 959 00:54:15,400 --> 00:54:18,200 Speaker 1: this case, has nothing to do with this case. It's 960 00:54:18,239 --> 00:54:21,960 Speaker 1: just an interesting little side note. I'm very curious if 961 00:54:22,960 --> 00:54:24,520 Speaker 1: I have to look this up. I should have looked 962 00:54:24,520 --> 00:54:27,160 Speaker 1: this up before this show. If Atari ever tried to 963 00:54:27,200 --> 00:54:31,000 Speaker 1: reach out to Phillips after they saw the progress of 964 00:54:31,000 --> 00:54:33,399 Speaker 1: the pac Man game where they have dashes instead of dots, 965 00:54:33,400 --> 00:54:36,120 Speaker 1: it's like, clearly average. When he's making his game for Phillips, 966 00:54:36,120 --> 00:54:37,960 Speaker 1: he knows how to put dots there, So I don't 967 00:54:38,000 --> 00:54:39,920 Speaker 1: know why pac Man didn't have it. Just kind of 968 00:54:39,920 --> 00:54:42,600 Speaker 1: curious why they weren't, like, hey, buddy, how about we 969 00:54:42,640 --> 00:54:46,120 Speaker 1: give you a license now ours looks horrible. We're really 970 00:54:46,160 --> 00:54:48,759 Speaker 1: sorry about that whole doing you thing. Yeah, maybe we'll 971 00:54:49,239 --> 00:54:53,120 Speaker 1: have Casey Munchkin come on over and be renamed pac 972 00:54:53,120 --> 00:54:57,879 Speaker 1: Man for the at and yeah, and also here's something 973 00:54:57,920 --> 00:55:02,279 Speaker 1: else those I'm kind of curious about. So we we 974 00:55:02,520 --> 00:55:06,319 Speaker 1: established in the Asteroids versus Meteor's case, the court had 975 00:55:06,360 --> 00:55:11,000 Speaker 1: decided that the expression of the idea was limited to 976 00:55:12,000 --> 00:55:15,400 Speaker 1: the version that was in both games, and that therefore 977 00:55:15,840 --> 00:55:19,479 Speaker 1: the copyright claim did not hold up, or at least 978 00:55:19,480 --> 00:55:22,600 Speaker 1: did not. It wasn't an infringement because the expression was 979 00:55:22,719 --> 00:55:26,120 Speaker 1: limited by what we could do, and that in the 980 00:55:26,160 --> 00:55:30,560 Speaker 1: pac Man versus the Casey Munchkin one, it was different 981 00:55:30,560 --> 00:55:33,080 Speaker 1: in that the expression of the idea could have taken 982 00:55:33,440 --> 00:55:37,760 Speaker 1: different forms, as evidenced by these other Maze Chase games, 983 00:55:38,360 --> 00:55:43,440 Speaker 1: and therefore the claim of copyright infringement was valid. What 984 00:55:43,560 --> 00:55:47,320 Speaker 1: I wonder is that if there had been a game, 985 00:55:47,640 --> 00:55:52,120 Speaker 1: no matter how primitive, that had a similar premise to Asteroids, 986 00:55:52,160 --> 00:55:56,120 Speaker 1: and that you are commanding a spaceship through an asteroid belt, 987 00:55:56,560 --> 00:55:59,560 Speaker 1: and there are also enemy spaceships, and you have to 988 00:55:59,600 --> 00:56:02,759 Speaker 1: avoid both the asteroids and the enemies. But it was 989 00:56:02,800 --> 00:56:06,560 Speaker 1: in a different a different style, like let's say it 990 00:56:06,680 --> 00:56:10,640 Speaker 1: isn't that first person view where you're inside a cockpit 991 00:56:10,760 --> 00:56:13,560 Speaker 1: and you're seeing the asteroids from the point of view 992 00:56:13,680 --> 00:56:17,360 Speaker 1: of the spaceship, and maybe you have some other elements 993 00:56:17,360 --> 00:56:20,080 Speaker 1: in the game that can alert you if if another 994 00:56:20,640 --> 00:56:25,200 Speaker 1: craft is either approaching you or there's a an asteroid 995 00:56:25,200 --> 00:56:27,360 Speaker 1: that's heading towards you, so that you can maneuver the 996 00:56:27,360 --> 00:56:29,839 Speaker 1: ship out of the way and turn and fire on it. 997 00:56:30,200 --> 00:56:32,439 Speaker 1: If that had been the case, then the court would 998 00:56:32,520 --> 00:56:36,360 Speaker 1: be able to say, well, wait this, these two games 999 00:56:36,640 --> 00:56:40,399 Speaker 1: have the same basic premise of navigating a ship through 1000 00:56:40,480 --> 00:56:44,480 Speaker 1: asteroids firing an enemy spacecraft, but have two very different 1001 00:56:44,560 --> 00:56:48,600 Speaker 1: means of expression. In that case, I would imagine the 1002 00:56:48,600 --> 00:56:51,719 Speaker 1: court would have had to have found Meteors guilty of 1003 00:56:51,760 --> 00:56:57,720 Speaker 1: copyright infringement. Maybe not. And if Meteors is if okay, 1004 00:56:57,760 --> 00:57:00,000 Speaker 1: there's how many different ways you can you show it? 1005 00:57:00,000 --> 00:57:02,120 Speaker 1: You're saying the first person version. If you go first person, 1006 00:57:02,600 --> 00:57:04,799 Speaker 1: you still have a field of rocks coming at you, 1007 00:57:05,000 --> 00:57:06,879 Speaker 1: be yours asteroids whatever you want to call them, space 1008 00:57:06,920 --> 00:57:09,719 Speaker 1: debris still coming at you. So you can even see 1009 00:57:09,760 --> 00:57:12,040 Speaker 1: these two games is fictional game we're making up now 1010 00:57:12,560 --> 00:57:15,520 Speaker 1: that one could be sued based on the concept of, Hey, 1011 00:57:15,640 --> 00:57:19,000 Speaker 1: you're taking our concept. People are not going to be discriminating. 1012 00:57:19,000 --> 00:57:22,880 Speaker 1: You're you're in a field. You're taking on asteroids. That's asteroids. Man, 1013 00:57:22,920 --> 00:57:26,439 Speaker 1: you're taking our game. So I'm I don't know if 1014 00:57:26,680 --> 00:57:28,760 Speaker 1: the case would have been decided differently because it's also 1015 00:57:29,480 --> 00:57:32,200 Speaker 1: it's so early. I don't think the court might have 1016 00:57:32,200 --> 00:57:34,680 Speaker 1: had the foresight to even think of a first person 1017 00:57:34,800 --> 00:57:37,640 Speaker 1: experience in general. And you're talking about a primitive version 1018 00:57:37,680 --> 00:57:39,840 Speaker 1: if it if it's so primitive that you have like 1019 00:57:40,480 --> 00:57:44,440 Speaker 1: several lines to depict the cockpit, I'm just thinking, like, like, 1020 00:57:44,480 --> 00:57:47,000 Speaker 1: what star Fox, that's a game that basically is that, right, 1021 00:57:47,000 --> 00:57:49,960 Speaker 1: it's if you're like a primitive star Fox. Would that 1022 00:57:50,040 --> 00:57:52,400 Speaker 1: have worked. I'm just very curious because when I saw 1023 00:57:52,480 --> 00:57:54,680 Speaker 1: this case way back when, the first thing I thought 1024 00:57:54,680 --> 00:57:56,560 Speaker 1: of was Our Type, I don't know if you played 1025 00:57:56,600 --> 00:57:58,720 Speaker 1: Our Type as a game, I'm like, that's like asteroids 1026 00:57:58,840 --> 00:58:02,760 Speaker 1: accept it. So it's roller and they have awesome alien ships, 1027 00:58:03,080 --> 00:58:05,240 Speaker 1: and actually it's kind of the same game. After I 1028 00:58:05,240 --> 00:58:08,240 Speaker 1: started thinking about it, well, yeah, I think, I mean, 1029 00:58:08,400 --> 00:58:11,800 Speaker 1: if you could successfully make the argument of oh, sure, 1030 00:58:11,880 --> 00:58:15,520 Speaker 1: we have the same idea as asteroids, but our version 1031 00:58:15,760 --> 00:58:18,920 Speaker 1: is a completely different expression of that idea than I 1032 00:58:18,960 --> 00:58:23,920 Speaker 1: think you could follow into the category that Meteors ultimately 1033 00:58:23,960 --> 00:58:27,440 Speaker 1: fell into, um that you well, except well no, in 1034 00:58:27,840 --> 00:58:29,480 Speaker 1: that case, actually you would say that you weren't. You 1035 00:58:29,520 --> 00:58:32,480 Speaker 1: weren't infringing upon copyright at all, because you had you 1036 00:58:32,520 --> 00:58:35,000 Speaker 1: had taken you know, you can't copyright that original idea. 1037 00:58:35,160 --> 00:58:37,920 Speaker 1: So therefore, like your expression of that idea and our 1038 00:58:37,920 --> 00:58:41,680 Speaker 1: expression of this idea are so fundamentally different from one 1039 00:58:41,680 --> 00:58:45,080 Speaker 1: another that there's no copyright infringement, that these are two 1040 00:58:45,200 --> 00:58:49,200 Speaker 1: very different game experiences that call upon the same thing. 1041 00:58:49,200 --> 00:58:53,360 Speaker 1: Because otherwise the maze chase games, whichever one came first, 1042 00:58:53,440 --> 00:58:56,320 Speaker 1: would be able to claim copyright infringement on all the others. 1043 00:58:56,360 --> 00:59:00,160 Speaker 1: It wouldn't matter if the design was a call are 1044 00:59:00,200 --> 00:59:03,600 Speaker 1: instead of a gobbler, because you're saying, well, it's the 1045 00:59:03,600 --> 00:59:08,200 Speaker 1: exact same experience. You're you're navigating a piece through a 1046 00:59:08,240 --> 00:59:14,160 Speaker 1: maze being chased down by enemies. I mean, because this 1047 00:59:14,240 --> 00:59:16,040 Speaker 1: is the kind of stuff that drives me nuts about 1048 00:59:16,040 --> 00:59:23,480 Speaker 1: copyright cases because it almost seems arbitrary. Uh, when you 1049 00:59:23,560 --> 00:59:26,360 Speaker 1: go case by case like this and say, well, the 1050 00:59:26,680 --> 00:59:28,920 Speaker 1: logic that's being applied in this one case seems like 1051 00:59:29,000 --> 00:59:31,720 Speaker 1: it's not being applied in this other case. Now, in 1052 00:59:31,760 --> 00:59:34,880 Speaker 1: the ones we've talked about, I understand the perspectives, and 1053 00:59:34,880 --> 00:59:37,680 Speaker 1: I even agree to a certain extent, especially putting myself 1054 00:59:37,760 --> 00:59:40,720 Speaker 1: in the place of the time right and the limitations 1055 00:59:40,720 --> 00:59:43,960 Speaker 1: of the technology, but it still is one of the 1056 00:59:44,040 --> 00:59:47,280 Speaker 1: things that can be a real head scratcher. And ultimately, 1057 00:59:47,400 --> 00:59:50,200 Speaker 1: law is something that people have made, so therefore it 1058 00:59:50,320 --> 00:59:52,960 Speaker 1: is going to have the same sort of limitations and 1059 00:59:53,000 --> 00:59:56,640 Speaker 1: failings as people. Yeah, this has to be applied ad hoc. 1060 00:59:56,840 --> 00:59:58,800 Speaker 1: That's the way this is supposed to be in And 1061 00:59:59,160 --> 01:00:02,120 Speaker 1: I joined you in the in the confusion slash rage. 1062 01:00:02,120 --> 01:00:03,840 Speaker 1: When I first saw this, I was just like, I 1063 01:00:03,880 --> 01:00:06,280 Speaker 1: don't understand how this can be. And the fun thing 1064 01:00:06,360 --> 01:00:09,360 Speaker 1: about law is that you have to make both of 1065 01:00:09,400 --> 01:00:13,840 Speaker 1: these things that seemed completely opposite. You have to somehow 1066 01:00:13,880 --> 01:00:16,680 Speaker 1: harmonize them. When you figure out how to harmonize them, 1067 01:00:16,880 --> 01:00:18,720 Speaker 1: that's how you're building your rules. When it comes to 1068 01:00:18,760 --> 01:00:20,600 Speaker 1: all of this stuff. So the only way this really 1069 01:00:20,600 --> 01:00:24,000 Speaker 1: works is saying, okay, there's These are two different examples 1070 01:00:24,000 --> 01:00:27,800 Speaker 1: of the idea expression unity. Is there an idea expression 1071 01:00:27,880 --> 01:00:31,480 Speaker 1: unity when it comes to meteors? Yes? Is that the 1072 01:00:31,520 --> 01:00:34,520 Speaker 1: case when it comes to pac Man? No? Because this 1073 01:00:34,560 --> 01:00:37,120 Speaker 1: is where the line is. Even though these games looked 1074 01:00:37,240 --> 01:00:40,840 Speaker 1: very different, I thought from just a they called it 1075 01:00:40,920 --> 01:00:43,480 Speaker 1: an ordinary observer point of view. To me, that just 1076 01:00:43,480 --> 01:00:45,240 Speaker 1: seems like any human being to take a look at it. 1077 01:00:45,280 --> 01:00:47,919 Speaker 1: They don't actually want you to dissect things either, which 1078 01:00:47,960 --> 01:00:50,200 Speaker 1: is kind of an interesting idea. If you just looked 1079 01:00:50,240 --> 01:00:52,400 Speaker 1: at them, you wouldn't think Casey Munchkin is the same 1080 01:00:52,440 --> 01:00:54,880 Speaker 1: name as pac Man. It's just it. You wouldn't be 1081 01:00:54,960 --> 01:00:58,200 Speaker 1: that confused. But you would say asteroids and meteors are 1082 01:00:58,200 --> 01:01:01,440 Speaker 1: the same. But this, this is just the way this 1083 01:01:01,480 --> 01:01:05,080 Speaker 1: stuff turned out over time, because otherwise we would never 1084 01:01:05,120 --> 01:01:09,480 Speaker 1: have things like Mario and Sonic and Bunk Like. They're 1085 01:01:09,520 --> 01:01:12,720 Speaker 1: all side scrollers right there, all this this little cute 1086 01:01:12,720 --> 01:01:15,760 Speaker 1: mascot character. They get powered up. They're collecting something of 1087 01:01:15,880 --> 01:01:19,040 Speaker 1: some sort. Once got rings, once got coins. How are 1088 01:01:19,040 --> 01:01:21,240 Speaker 1: they getting about it? Once breaking it with his hand 1089 01:01:21,280 --> 01:01:23,440 Speaker 1: above his head. Another one is breaking it as he 1090 01:01:23,520 --> 01:01:26,400 Speaker 1: spins into a ball. The fact that they're expressed so 1091 01:01:26,480 --> 01:01:29,920 Speaker 1: differently is actually important, because if we don't have that, 1092 01:01:29,960 --> 01:01:31,560 Speaker 1: we would just have a bunch of clone games where 1093 01:01:31,600 --> 01:01:34,360 Speaker 1: they Okay, here's your plumber. I mean, I guess the question. 1094 01:01:34,360 --> 01:01:36,360 Speaker 1: I would love to see that lawsuit of somebody breaking 1095 01:01:36,360 --> 01:01:39,040 Speaker 1: down Super Mario. It's like, okay, how how many ways 1096 01:01:39,080 --> 01:01:45,360 Speaker 1: can you express an avenging plumber? Only one good one? 1097 01:01:46,080 --> 01:01:48,920 Speaker 1: It's the only one good one. But yeah, this was 1098 01:01:49,120 --> 01:01:51,200 Speaker 1: a lot of fun to look into. It was definitely 1099 01:01:51,240 --> 01:01:54,480 Speaker 1: outside of my normal zone. So I gotta thank you 1100 01:01:54,560 --> 01:01:57,280 Speaker 1: I as for for joining me, and not just joining me, 1101 01:01:57,360 --> 01:02:00,920 Speaker 1: but for being the one to suggest these two cases 1102 01:02:00,920 --> 01:02:04,480 Speaker 1: in particular as the subject for this episode, because it 1103 01:02:04,480 --> 01:02:07,480 Speaker 1: turned out to be a really fascinating kind of discussion, 1104 01:02:07,560 --> 01:02:12,800 Speaker 1: both of the the legal status of video games and 1105 01:02:13,280 --> 01:02:17,840 Speaker 1: just the weird mind bending logic you have to apply 1106 01:02:17,920 --> 01:02:20,560 Speaker 1: when it comes to copyright. Well, thanks for having me. 1107 01:02:20,600 --> 01:02:23,000 Speaker 1: And I probably was influenced by listening to the HR 1108 01:02:23,200 --> 01:02:25,200 Speaker 1: three partner because I was like, oh, that's the bizarre 1109 01:02:25,360 --> 01:02:27,760 Speaker 1: all right there? Game kind of sucked. Never minded these cases, 1110 01:02:28,080 --> 01:02:30,600 Speaker 1: the two cases that drove me insane. Here they are 1111 01:02:30,640 --> 01:02:34,560 Speaker 1: and they brought it back, these these these horrible ideas. 1112 01:02:35,040 --> 01:02:36,480 Speaker 1: And one of the reasons why I never went into 1113 01:02:36,640 --> 01:02:40,360 Speaker 1: intellectual property law as an aside was because of cases 1114 01:02:40,440 --> 01:02:43,400 Speaker 1: like this. It was some of it does seem arbitrary 1115 01:02:43,680 --> 01:02:47,440 Speaker 1: and it could drive a person crazy. So I decided 1116 01:02:47,920 --> 01:02:50,320 Speaker 1: I don't feel like doing that and ended up on 1117 01:02:50,360 --> 01:02:54,720 Speaker 1: this podcast today, and and now here we are. So 1118 01:02:55,240 --> 01:02:58,240 Speaker 1: I as an I plan on doing another episode about 1119 01:02:58,720 --> 01:03:02,280 Speaker 1: a lawsuit in tech, specifically actually a series of lawsuits 1120 01:03:02,960 --> 01:03:06,560 Speaker 1: the the we mentioned it earlier, the Apple Samsung battles, 1121 01:03:07,120 --> 01:03:10,120 Speaker 1: and we were originally going to include that in our 1122 01:03:10,160 --> 01:03:12,840 Speaker 1: discussion today, but then it just it was it became 1123 01:03:12,880 --> 01:03:16,160 Speaker 1: obvious very early on that that would have been we 1124 01:03:16,200 --> 01:03:21,080 Speaker 1: would have been either super truncating all the discussion and 1125 01:03:21,120 --> 01:03:25,120 Speaker 1: thus not really illustrating anything useful, or it would go 1126 01:03:25,160 --> 01:03:27,160 Speaker 1: on so long that it would have had to have 1127 01:03:27,200 --> 01:03:30,360 Speaker 1: been split up into multiple episodes. Anyway, So I AS 1128 01:03:30,440 --> 01:03:33,360 Speaker 1: is going to come back at a later date that 1129 01:03:33,400 --> 01:03:35,560 Speaker 1: we will have to determine when our schedules will allow 1130 01:03:35,640 --> 01:03:37,880 Speaker 1: us to do this again. Uh, and what we will 1131 01:03:37,880 --> 01:03:40,040 Speaker 1: talk about that We've already started the notes on that, 1132 01:03:40,160 --> 01:03:43,880 Speaker 1: so they the I guess the way of depending on 1133 01:03:43,920 --> 01:03:46,600 Speaker 1: how you look at it. The nice thing about that 1134 01:03:46,720 --> 01:03:53,680 Speaker 1: story is it's still developing from the from now. It's 1135 01:03:53,680 --> 01:03:56,400 Speaker 1: an ongoing war that and the funny thing about it 1136 01:03:56,440 --> 01:03:58,560 Speaker 1: is still as an aside is the fact that they 1137 01:03:58,640 --> 01:04:03,040 Speaker 1: are partners in a number of ventures when it comes 1138 01:04:03,080 --> 01:04:07,200 Speaker 1: to components inside of iPhones, of Apple devices, etcetera. The 1139 01:04:07,240 --> 01:04:10,240 Speaker 1: fact that Samsung is their partner in some degrees, and 1140 01:04:10,280 --> 01:04:13,040 Speaker 1: also they're stabbing their partner. It's just a very strange 1141 01:04:13,040 --> 01:04:15,520 Speaker 1: concept of like, hey, I love you, now let me 1142 01:04:15,600 --> 01:04:17,800 Speaker 1: kill you. It's what they both are doing. Yeah, and 1143 01:04:17,800 --> 01:04:21,040 Speaker 1: and they're they're fairly recent developments on that front as well, 1144 01:04:21,080 --> 01:04:26,640 Speaker 1: with Apple looking into potential other microchip processors that kind 1145 01:04:26,680 --> 01:04:30,800 Speaker 1: of are are manufacturers rather and and other component manufacturers 1146 01:04:31,160 --> 01:04:33,920 Speaker 1: and kind of getting away from some of the Samsung stuff. 1147 01:04:34,440 --> 01:04:37,880 Speaker 1: So that I'm sure that has no I'm sure it 1148 01:04:37,920 --> 01:04:41,120 Speaker 1: has to do with a lot of different factors, one 1149 01:04:41,120 --> 01:04:44,800 Speaker 1: of them being the massive number of lawsuits between the two. 1150 01:04:45,040 --> 01:04:46,920 Speaker 1: So we will talk about that at a on a 1151 01:04:46,960 --> 01:04:50,560 Speaker 1: future episode of tech Stuff. I as thank you once 1152 01:04:50,600 --> 01:04:54,520 Speaker 1: again for joining me. Where can people find your stuff? 1153 01:04:55,120 --> 01:04:58,000 Speaker 1: You can find my stuff easiest is on Twitter, Twitter 1154 01:04:58,040 --> 01:05:00,360 Speaker 1: dot com slash I S. That's I y a Zy. 1155 01:05:01,120 --> 01:05:03,640 Speaker 1: I'm not the singer that is at I S Live. 1156 01:05:04,240 --> 01:05:06,439 Speaker 1: If you want to go find him. You can also 1157 01:05:06,480 --> 01:05:08,080 Speaker 1: find my work at seen dot dot com. I'm doing 1158 01:05:08,120 --> 01:05:10,120 Speaker 1: a couple of shows here. I also do a fun 1159 01:05:10,200 --> 01:05:14,160 Speaker 1: show with Jonathan Strickland and Eric Sandean called Podcast Without Pretense, 1160 01:05:14,160 --> 01:05:17,640 Speaker 1: available at GQ network dot com. So I'm everywhere, and 1161 01:05:17,720 --> 01:05:20,280 Speaker 1: it's so fun to be a part of this show 1162 01:05:20,320 --> 01:05:24,280 Speaker 1: again because this was a trip down memory lane. Yeah yeah, 1163 01:05:24,360 --> 01:05:28,000 Speaker 1: and it'll help make up for how painful the Samsung 1164 01:05:28,040 --> 01:05:31,040 Speaker 1: Apple one will be because that's just a I mean, 1165 01:05:31,160 --> 01:05:33,520 Speaker 1: there's just a whole bunch of good old fashioned hayte 1166 01:05:33,520 --> 01:05:36,880 Speaker 1: in that episode. Well, guys, if you want to get 1167 01:05:36,920 --> 01:05:40,160 Speaker 1: in touch with me and suggest future topics for episodes, 1168 01:05:40,560 --> 01:05:44,280 Speaker 1: or even a guest host or someone I should interview, 1169 01:05:45,000 --> 01:05:48,000 Speaker 1: please drop me a line let me know what you think. 1170 01:05:48,240 --> 01:05:51,840 Speaker 1: The address is tech stuff at how stuff Works dot com, 1171 01:05:51,960 --> 01:05:54,640 Speaker 1: or you can send me a message on Twitter or 1172 01:05:54,720 --> 01:05:57,280 Speaker 1: Facebook or Tumbler. They handled all three of those. Is 1173 01:05:57,360 --> 01:06:00,480 Speaker 1: text stuff h s W and we you will talk 1174 01:06:00,480 --> 01:06:09,600 Speaker 1: to you again really soon for more on this and 1175 01:06:09,640 --> 01:06:12,240 Speaker 1: thousands of other topics. Because at how Stuff Works dot 1176 01:06:12,240 --> 01:06:21,800 Speaker 1: com