WEBVTT - The Biggest Lawsuits in Gaming History

0:00:04.240 --> 0:00:12.160
<v Speaker 1>Get in Touch with Technology was tex Stuff from dot com.

0:00:12.200 --> 0:00:15.520
<v Speaker 1>Hey there, and welcome to Tech Stuff. I am your host,

0:00:15.720 --> 0:00:20.200
<v Speaker 1>Jonathan Strickland today over the magic of the Internet. I

0:00:20.280 --> 0:00:23.919
<v Speaker 1>have joining me Mr I as actar, my buddy, my

0:00:24.040 --> 0:00:27.920
<v Speaker 1>co host on other shows like Podcast Without Pretense, and

0:00:28.000 --> 0:00:33.080
<v Speaker 1>of course a big wig over at c net and

0:00:33.360 --> 0:00:39.000
<v Speaker 1>also somebody who knows a thing or two about the law. Yeah. Well,

0:00:39.040 --> 0:00:41.239
<v Speaker 1>thanks for having me back. It was fun doing the

0:00:41.280 --> 0:00:45.320
<v Speaker 1>oppolye tech piece, and now I think because of my

0:00:45.320 --> 0:00:50.080
<v Speaker 1>my strange past, I was asked to discuss some tech lawsuits. Yeah.

0:00:50.120 --> 0:00:53.120
<v Speaker 1>Originally we were going to look at a list like

0:00:53.200 --> 0:00:56.840
<v Speaker 1>four or five big lawsuits in tech, but two of

0:00:56.880 --> 0:01:00.280
<v Speaker 1>the suits that that I has brought up to me

0:01:00.400 --> 0:01:03.760
<v Speaker 1>before we got started, before we really dove into the topic,

0:01:04.440 --> 0:01:09.280
<v Speaker 1>are really fascinating. They also tie into another topic that

0:01:09.319 --> 0:01:12.479
<v Speaker 1>we covered recently on Tech Stuff, that being Atari, when

0:01:12.480 --> 0:01:14.640
<v Speaker 1>we talked about the rise and fall of Atari in

0:01:14.680 --> 0:01:18.959
<v Speaker 1>a epic three part series. So these two lawsuits have

0:01:19.640 --> 0:01:23.800
<v Speaker 1>Atari in common as as one of the the the

0:01:24.200 --> 0:01:27.440
<v Speaker 1>participants in said suits, and I as I'm so glad

0:01:27.480 --> 0:01:30.800
<v Speaker 1>you're here to explain not just what happened and what

0:01:30.920 --> 0:01:33.640
<v Speaker 1>are the particulars of the case, but why it's important

0:01:34.360 --> 0:01:38.680
<v Speaker 1>because both of these cases took place fairly early on

0:01:39.480 --> 0:01:44.080
<v Speaker 1>in the era of home video games, and as a result,

0:01:44.120 --> 0:01:48.040
<v Speaker 1>would end up really shaping the way video games are

0:01:48.080 --> 0:01:53.320
<v Speaker 1>treated under copyright law. Yeah. So for those people who

0:01:53.360 --> 0:01:56.440
<v Speaker 1>don't know, I went to law school. I graduated at

0:01:56.480 --> 0:01:59.160
<v Speaker 1>Past the Barn, New York, States and immediately got a

0:01:59.240 --> 0:02:01.320
<v Speaker 1>job in technolog g ended up doing that for the

0:02:01.320 --> 0:02:04.600
<v Speaker 1>rest of my career. Um. And so there's there's there's

0:02:04.600 --> 0:02:07.440
<v Speaker 1>a long history of why I became a lawyer. You know, parents,

0:02:07.680 --> 0:02:10.919
<v Speaker 1>first generation American like be be a lawyer or a doctor.

0:02:11.120 --> 0:02:14.120
<v Speaker 1>So the game a law degree, um. And I took

0:02:14.160 --> 0:02:16.880
<v Speaker 1>intellectual property in school. And these cases, the ones that

0:02:16.880 --> 0:02:18.720
<v Speaker 1>we're gonna talk about, were presented to me back to

0:02:18.800 --> 0:02:21.240
<v Speaker 1>back and it was just maddening to try to figure

0:02:21.240 --> 0:02:24.160
<v Speaker 1>out the differences why one case went one way and

0:02:24.160 --> 0:02:26.280
<v Speaker 1>went why one another. And we'll get all into that.

0:02:26.600 --> 0:02:29.520
<v Speaker 1>But I'm really kicking myself because I used to have

0:02:29.840 --> 0:02:32.520
<v Speaker 1>my my books, my notebooks. I'm like, I'll never need

0:02:32.520 --> 0:02:35.360
<v Speaker 1>my briefs anymore. So I chucked them out. And so

0:02:35.400 --> 0:02:37.720
<v Speaker 1>here we go talking about two cases that I learned

0:02:37.720 --> 0:02:40.240
<v Speaker 1>a long time ago. So uh, if there are any errors,

0:02:40.280 --> 0:02:43.000
<v Speaker 1>I apologize. But we have looked over the cases of

0:02:43.560 --> 0:02:45.840
<v Speaker 1>several times today personally, and I've looked at two or

0:02:45.840 --> 0:02:49.160
<v Speaker 1>three times today and written up notes again. I printed

0:02:49.160 --> 0:02:51.320
<v Speaker 1>out one of them the right notes, because that's how

0:02:51.360 --> 0:02:53.600
<v Speaker 1>I used to do it back in the day. To

0:02:53.600 --> 0:02:55.720
<v Speaker 1>the point to the point where you have hard copy

0:02:55.800 --> 0:02:59.119
<v Speaker 1>in front of you, I literally have my penciled out

0:02:59.160 --> 0:03:01.960
<v Speaker 1>notes all over based on book briefs, which I used

0:03:02.000 --> 0:03:05.080
<v Speaker 1>to do when I was in school. Wow. So the

0:03:05.120 --> 0:03:07.520
<v Speaker 1>first of the two cases we're talking about, and as

0:03:07.560 --> 0:03:10.280
<v Speaker 1>I has pointed out, these have to do with intellectual property,

0:03:10.480 --> 0:03:13.919
<v Speaker 1>with copyright, which is a tricky subject right. Well, I've

0:03:13.960 --> 0:03:17.200
<v Speaker 1>talked about several times on tech stuff, and in general,

0:03:17.280 --> 0:03:23.360
<v Speaker 1>copyright is about making sure someone who creates a work

0:03:23.520 --> 0:03:27.600
<v Speaker 1>of some sort that's an affixed tangible medium has some

0:03:27.639 --> 0:03:31.440
<v Speaker 1>sort of protection that that you don't have to worry about,

0:03:31.760 --> 0:03:34.880
<v Speaker 1>or rather you have some recourse if someone were to

0:03:35.000 --> 0:03:38.560
<v Speaker 1>try and copy that work you could pursue action against

0:03:38.600 --> 0:03:41.120
<v Speaker 1>them based upon the copyright. It gives you that that

0:03:41.800 --> 0:03:44.400
<v Speaker 1>level of protection, and anything that you set down in

0:03:44.480 --> 0:03:49.080
<v Speaker 1>a fixed tangible medium technically is protected by copyright. Registering

0:03:49.080 --> 0:03:53.080
<v Speaker 1>a copyright, however, is a great idea because then there's

0:03:53.080 --> 0:03:56.560
<v Speaker 1>an official record of said copyright if you should ever

0:03:56.840 --> 0:04:01.400
<v Speaker 1>have cause to, you know, bring that up in court. Um.

0:04:01.560 --> 0:04:04.240
<v Speaker 1>This is one of those things where it really only

0:04:05.120 --> 0:04:07.440
<v Speaker 1>plays out as soon as there is is either a

0:04:07.520 --> 0:04:10.800
<v Speaker 1>lawsuit or the threat of a lawsuit. Otherwise it's kind

0:04:10.840 --> 0:04:13.839
<v Speaker 1>of a it's it's kind of in the background. And

0:04:13.960 --> 0:04:16.800
<v Speaker 1>the first case that we wanted to talk about was

0:04:17.320 --> 0:04:21.000
<v Speaker 1>Atari versus Amusement World, which sounds like the most fun

0:04:21.120 --> 0:04:25.640
<v Speaker 1>lawsuit ever. It definitely does the cases from way back

0:04:25.640 --> 0:04:29.839
<v Speaker 1>in and it was the U. S. District Court in Maryland,

0:04:30.360 --> 0:04:33.880
<v Speaker 1>And uh, it's pretty simple ideas. So we have two

0:04:33.880 --> 0:04:36.080
<v Speaker 1>different companies. We've gotta tar and they held the copyright

0:04:36.080 --> 0:04:39.080
<v Speaker 1>for Asteroids. You guys probably heard that game. You've probably

0:04:39.120 --> 0:04:41.560
<v Speaker 1>seen it, you know, just saying asteroids. I'm sure you

0:04:41.560 --> 0:04:43.080
<v Speaker 1>guys have a picture in your head. There's a little

0:04:43.080 --> 0:04:45.320
<v Speaker 1>triangular ship and there and their rocks flying at you

0:04:45.680 --> 0:04:48.480
<v Speaker 1>and you blow them up right right until you get

0:04:48.520 --> 0:04:50.800
<v Speaker 1>blown up by either a rock or one of the

0:04:51.240 --> 0:04:54.560
<v Speaker 1>few little enemy spaceships that would occasionally pop up. Yeah.

0:04:54.560 --> 0:04:56.800
<v Speaker 1>So another company called Amusement World, which again is a

0:04:56.800 --> 0:04:59.120
<v Speaker 1>great name. It's not as creative as a tari as that.

0:04:59.160 --> 0:05:01.000
<v Speaker 1>When I listened to the three partner on it's already

0:05:01.080 --> 0:05:03.080
<v Speaker 1>finding out where the names came from. I'm like, this

0:05:03.120 --> 0:05:06.480
<v Speaker 1>is pretty awesome to hear. Um. So these guys basically

0:05:06.520 --> 0:05:08.360
<v Speaker 1>saw the idea and they're like, we we could make

0:05:08.360 --> 0:05:11.520
<v Speaker 1>our own game. And uh. One of the big things

0:05:11.560 --> 0:05:12.960
<v Speaker 1>that you're gonna get out of this case is that

0:05:13.000 --> 0:05:16.480
<v Speaker 1>you can't. You can't have a monopoly on an idea.

0:05:16.720 --> 0:05:18.760
<v Speaker 1>So they are free to make a game. But it's

0:05:18.760 --> 0:05:20.200
<v Speaker 1>already saw this game and they're like, wait a second,

0:05:20.240 --> 0:05:23.000
<v Speaker 1>it's Trangler ship. You're blown up ros. You're totally stealing

0:05:23.000 --> 0:05:26.760
<v Speaker 1>our stuff and we're seeing you right. And another thing

0:05:26.839 --> 0:05:29.160
<v Speaker 1>to keep in mind is this is early enough in

0:05:29.240 --> 0:05:32.880
<v Speaker 1>the in the era of video games that the court

0:05:32.960 --> 0:05:36.040
<v Speaker 1>had not fully decided that video games were something you

0:05:36.080 --> 0:05:39.080
<v Speaker 1>could totally copy right. In fact, in the other case

0:05:39.080 --> 0:05:42.400
<v Speaker 1>we're gonna talk about, there's a note in the court's

0:05:42.440 --> 0:05:45.760
<v Speaker 1>decision that says these game video games are not something

0:05:45.839 --> 0:05:48.599
<v Speaker 1>you can fully copy, right, But there are elements of

0:05:48.640 --> 0:05:51.919
<v Speaker 1>copyright protection that do extend to video games. And it

0:05:51.960 --> 0:05:54.159
<v Speaker 1>gets into particulars that we're probably not going to cover

0:05:54.200 --> 0:05:56.919
<v Speaker 1>in this in this podcast, but just to say that

0:05:56.960 --> 0:05:59.880
<v Speaker 1>this was kind of a Wild West era of both

0:06:00.320 --> 0:06:04.800
<v Speaker 1>the home video game industry and of law because technology

0:06:04.880 --> 0:06:09.520
<v Speaker 1>had outpaced what the legal system was ready to cover.

0:06:09.920 --> 0:06:11.839
<v Speaker 1>And we see that again and again, not just in

0:06:11.920 --> 0:06:14.920
<v Speaker 1>video games obviously, but in all realms of technology and law.

0:06:15.279 --> 0:06:18.359
<v Speaker 1>You see that with things like the autonomous cars coming

0:06:18.360 --> 0:06:20.800
<v Speaker 1>out and people saying, wait a minute, how do we

0:06:21.640 --> 0:06:23.840
<v Speaker 1>what sort of legislation do we need to put up

0:06:24.000 --> 0:06:28.960
<v Speaker 1>to deal with this new reality of technology? And it

0:06:29.040 --> 0:06:31.760
<v Speaker 1>just turns out that, you know, the law is something

0:06:31.800 --> 0:06:36.360
<v Speaker 1>that has to catch up to our changing world. Uh.

0:06:36.400 --> 0:06:39.000
<v Speaker 1>And in this case, you know, we had we had

0:06:39.040 --> 0:06:44.520
<v Speaker 1>an interesting uh case brought forth by Atari saying here

0:06:44.560 --> 0:06:47.680
<v Speaker 1>are some of the things that we say, are the

0:06:47.720 --> 0:06:51.080
<v Speaker 1>similarities between our game and this other game called Meteors

0:06:51.680 --> 0:06:56.239
<v Speaker 1>Asteroids and Meteors. I mean already just with the names.

0:06:56.279 --> 0:06:59.040
<v Speaker 1>You're like, guys, maybe we should come up with a different,

0:06:59.480 --> 0:07:03.040
<v Speaker 1>you know, idole. But they court identified a bunch of

0:07:03.160 --> 0:07:07.960
<v Speaker 1>multiple points of similarity. Now, in cases of trying to

0:07:08.000 --> 0:07:13.280
<v Speaker 1>determine whether an author has plagiarized another author, for example,

0:07:13.840 --> 0:07:17.760
<v Speaker 1>often courts will ask for some third party, preferably a

0:07:18.640 --> 0:07:21.400
<v Speaker 1>a third party that has no interest in the outcome

0:07:21.440 --> 0:07:26.200
<v Speaker 1>of the case, to identify any points of similarity and

0:07:26.240 --> 0:07:29.520
<v Speaker 1>then give his or her opinion as to whether or

0:07:29.560 --> 0:07:34.400
<v Speaker 1>not the points of similarity indicate a case of plagiarism,

0:07:34.560 --> 0:07:37.720
<v Speaker 1>or if, in fact, it could have just been coincidence, because,

0:07:38.200 --> 0:07:41.320
<v Speaker 1>as we're all aware, different people can come up with

0:07:41.320 --> 0:07:44.080
<v Speaker 1>similar ideas that around the same time, and it's not

0:07:44.160 --> 0:07:47.640
<v Speaker 1>always a case of of plagiarism. So here are some

0:07:47.680 --> 0:07:51.720
<v Speaker 1>of the points of similarity. Both games involved the player

0:07:51.800 --> 0:07:55.640
<v Speaker 1>shooting and destroying rocks, and in both games there are

0:07:55.680 --> 0:08:00.000
<v Speaker 1>actually three different sizes of rocks. Those rocks would appear

0:08:00.120 --> 0:08:03.480
<v Speaker 1>in waves, with the initial waves being composed of bigger rocks.

0:08:04.080 --> 0:08:07.440
<v Speaker 1>When you shoot them, they would break into medium sized rocks.

0:08:07.480 --> 0:08:10.720
<v Speaker 1>Medium sized rocks would break into small rocks. Small rocks

0:08:10.720 --> 0:08:13.720
<v Speaker 1>would disappear when you shot them, and the speed of

0:08:13.720 --> 0:08:16.160
<v Speaker 1>the rocks would depend upon their size, so large rocks

0:08:16.200 --> 0:08:19.200
<v Speaker 1>move more slowly than small ones. So as you're spinning

0:08:19.200 --> 0:08:22.680
<v Speaker 1>around with your little ship in both asteroids and meteors,

0:08:23.720 --> 0:08:26.400
<v Speaker 1>as you shoot these rocks, they start getting smaller and

0:08:26.400 --> 0:08:29.400
<v Speaker 1>they start moving faster, so you know, you develop your

0:08:29.400 --> 0:08:32.640
<v Speaker 1>strategy around that. Uh. And in both if you got

0:08:32.760 --> 0:08:35.120
<v Speaker 1>hit by a rock game over right, or at least

0:08:35.160 --> 0:08:38.640
<v Speaker 1>your your player life for that one ended, you would

0:08:38.679 --> 0:08:42.199
<v Speaker 1>usually get multiple lives per game. Um. And both games

0:08:42.200 --> 0:08:46.199
<v Speaker 1>had enemy spaceships and uh. The enemy spaceships came in

0:08:46.240 --> 0:08:49.280
<v Speaker 1>two different sizes for both games. The bigger ones were

0:08:49.320 --> 0:08:52.800
<v Speaker 1>worth fewer points than the smaller ones, the idea being

0:08:52.800 --> 0:08:54.880
<v Speaker 1>that the smaller ones are harder to hit, therefore they're

0:08:54.920 --> 0:08:58.200
<v Speaker 1>worth more points. Both the players ships and the enemy

0:08:58.240 --> 0:09:02.360
<v Speaker 1>space ships could shoot projectiles. Impact would be automatic destruction,

0:09:02.480 --> 0:09:05.160
<v Speaker 1>which would be accompanied by I think they actually said

0:09:05.440 --> 0:09:09.080
<v Speaker 1>the symbol of an explosion, because I mean, this is

0:09:09.120 --> 0:09:11.120
<v Speaker 1>this is early days of video games, guys. You remember,

0:09:11.160 --> 0:09:13.800
<v Speaker 1>like there's not a heck of a a lot you can do, yeah,

0:09:13.840 --> 0:09:17.079
<v Speaker 1>when it comes to graphically representing anything. So we're talking

0:09:17.120 --> 0:09:20.719
<v Speaker 1>some pretty primitive looking graphics. So it's this stuff that

0:09:20.800 --> 0:09:23.839
<v Speaker 1>gets laid out here. In the next case, it actually

0:09:23.840 --> 0:09:26.360
<v Speaker 1>determines how like we could have so many side scrollers.

0:09:26.360 --> 0:09:28.800
<v Speaker 1>It's just it's such a bizarre way to go. Yeah,

0:09:28.840 --> 0:09:31.840
<v Speaker 1>And then that's something else that will come up in

0:09:31.880 --> 0:09:35.880
<v Speaker 1>this discussion is that part of the reason the cases

0:09:35.920 --> 0:09:38.520
<v Speaker 1>turned out the way they did is again it's so

0:09:38.600 --> 0:09:44.440
<v Speaker 1>early on in the era of video games that people

0:09:44.520 --> 0:09:47.400
<v Speaker 1>had not really well, one, the technology had not advanced

0:09:47.400 --> 0:09:51.160
<v Speaker 1>to the point where you could have very different depictions

0:09:51.360 --> 0:09:56.079
<v Speaker 1>of uh, you know, different interpretations of the same basic idea.

0:09:56.559 --> 0:09:59.240
<v Speaker 1>You were limited in that because the technology itself was limited.

0:09:59.280 --> 0:10:01.400
<v Speaker 1>So it's not like you could, you know, have one

0:10:01.480 --> 0:10:04.560
<v Speaker 1>that looks like asteroids where you've got this top down

0:10:04.640 --> 0:10:07.360
<v Speaker 1>view of a little triangle shooting rocks, and the other

0:10:07.400 --> 0:10:13.439
<v Speaker 1>one you have a photo realistic, you know, space simulator

0:10:13.480 --> 0:10:16.599
<v Speaker 1>where you're flying through shooting rocks. Uh. So the technology

0:10:16.600 --> 0:10:20.560
<v Speaker 1>itself was limited, and thus a lot of people figured

0:10:20.600 --> 0:10:24.600
<v Speaker 1>that the ability to express an idea itself was limited

0:10:24.679 --> 0:10:27.920
<v Speaker 1>because of that. Um. But there's some other similarities that

0:10:27.960 --> 0:10:30.840
<v Speaker 1>I thought were kind of like, well, there's no reason

0:10:32.000 --> 0:10:35.120
<v Speaker 1>that you could argue one game would have to have

0:10:35.240 --> 0:10:39.960
<v Speaker 1>this particular element versus the other. For example, both games

0:10:40.000 --> 0:10:43.800
<v Speaker 1>had a two tone beeping noise that increased in tempo

0:10:44.080 --> 0:10:48.960
<v Speaker 1>as the game progressed, so like, uh, we just get

0:10:49.000 --> 0:10:53.319
<v Speaker 1>faster and faster. Um. Both games had scores for players

0:10:53.320 --> 0:10:56.240
<v Speaker 1>that were displayed in the same sections of the screen, so,

0:10:56.360 --> 0:10:58.400
<v Speaker 1>in other words, like the player one score would be

0:10:58.400 --> 0:11:00.320
<v Speaker 1>in the upper left corner, and the player to score

0:11:00.360 --> 0:11:04.480
<v Speaker 1>be the upper right corner. Both games had a thrust

0:11:04.559 --> 0:11:08.200
<v Speaker 1>button that would let the player's ship move in whatever

0:11:08.240 --> 0:11:11.479
<v Speaker 1>direction it happened to be facing at the time. Um,

0:11:11.920 --> 0:11:15.680
<v Speaker 1>have you ever played Asteroids like the arcade version of Asteroids.

0:11:16.160 --> 0:11:19.319
<v Speaker 1>I've actually played the home version of Asteroids. I don't

0:11:19.360 --> 0:11:21.680
<v Speaker 1>think I've ever played it in the arcade. Actually, yeah,

0:11:21.800 --> 0:11:24.960
<v Speaker 1>the arcade version was tough. I mean, this would be

0:11:24.960 --> 0:11:27.319
<v Speaker 1>the home version because it is a tari I believe

0:11:27.360 --> 0:11:29.480
<v Speaker 1>it's not the video game version. Maybe it could be

0:11:29.520 --> 0:11:31.880
<v Speaker 1>the video game version because you did have both divisions.

0:11:31.920 --> 0:11:36.959
<v Speaker 1>But um, the the buttons on the Asteroids game were

0:11:37.400 --> 0:11:39.480
<v Speaker 1>what would allow you to turn the ship left, turn

0:11:39.520 --> 0:11:42.920
<v Speaker 1>the ship right, or use thrust. Um, obviously you would

0:11:42.920 --> 0:11:47.240
<v Speaker 1>just use a direction on your joystick usually I think

0:11:47.280 --> 0:11:51.880
<v Speaker 1>pressing up would give you the thrust in the home version. Ah,

0:11:52.679 --> 0:11:56.440
<v Speaker 1>but in both versions, if you released the thrust, then

0:11:56.800 --> 0:11:59.160
<v Speaker 1>gradually your ship would come to a halt. Although the

0:11:59.160 --> 0:12:03.760
<v Speaker 1>court did did actually notice that this happens more quickly

0:12:03.800 --> 0:12:07.560
<v Speaker 1>in meteors than in Asteroids. Uh. And both games at

0:12:07.559 --> 0:12:12.040
<v Speaker 1>Tindelsan points you'd get an extra life and each successfully

0:12:12.040 --> 0:12:15.839
<v Speaker 1>completed wave of rocks initiates a new wave, and each

0:12:15.920 --> 0:12:19.240
<v Speaker 1>new wave has more rocks in it than the previous wave.

0:12:19.960 --> 0:12:23.480
<v Speaker 1>So those were the similarities that the court noticed between

0:12:23.520 --> 0:12:24.959
<v Speaker 1>these two games, and there are a lot of them.

0:12:24.960 --> 0:12:28.760
<v Speaker 1>I mean, there's the very basic nature of the game

0:12:28.880 --> 0:12:32.960
<v Speaker 1>seems identical in these cases, right, I mean, it would

0:12:33.000 --> 0:12:36.160
<v Speaker 1>be hard for me to argue otherwise I would think, yeah,

0:12:36.200 --> 0:12:39.360
<v Speaker 1>I mean, if if it's kind of like modern games,

0:12:39.360 --> 0:12:41.320
<v Speaker 1>you think of like Call of Duty versus any other

0:12:42.000 --> 0:12:45.440
<v Speaker 1>battlefield game, you think of any any kind of war game,

0:12:45.559 --> 0:12:47.280
<v Speaker 1>they all kind of the same. But why is that

0:12:47.320 --> 0:12:51.280
<v Speaker 1>even allowed? Um, there are differences in these two games

0:12:51.320 --> 0:12:55.439
<v Speaker 1>Meteors and Asteroids. So Asteroids had this, uh at a

0:12:55.480 --> 0:12:59.360
<v Speaker 1>black field underneath the actual game, but in Meteors you

0:12:59.400 --> 0:13:02.320
<v Speaker 1>had this star field and the look of distant stars.

0:13:02.360 --> 0:13:03.880
<v Speaker 1>And this is kind of really pushing it because when

0:13:03.880 --> 0:13:05.600
<v Speaker 1>you're looking at them, if you have seen the photos

0:13:05.640 --> 0:13:08.480
<v Speaker 1>of this this game, you'll see they're just basically dots.

0:13:08.840 --> 0:13:11.480
<v Speaker 1>That's kind of neat. Asteroids is black and white, and

0:13:11.800 --> 0:13:14.920
<v Speaker 1>Meteors was in color, and that was pretty different. Meteors

0:13:14.920 --> 0:13:18.440
<v Speaker 1>also had some shading on the spaceship and the rocks

0:13:18.440 --> 0:13:20.480
<v Speaker 1>so kind of had more dimension because the Asteroids is

0:13:20.520 --> 0:13:23.560
<v Speaker 1>pretty black looking when it comes to ships and rocks,

0:13:23.760 --> 0:13:27.640
<v Speaker 1>almost like a schematic drawing, like it's it's it's or

0:13:27.720 --> 0:13:30.560
<v Speaker 1>almost abstract in a way because the rocks all look

0:13:30.640 --> 0:13:33.679
<v Speaker 1>the same and they all just kind of float at you,

0:13:33.760 --> 0:13:36.120
<v Speaker 1>and then you shoot them and now they're they're different sized,

0:13:36.280 --> 0:13:40.600
<v Speaker 1>but the shapes are still very much the same and

0:13:40.640 --> 0:13:43.160
<v Speaker 1>they're still floating at you. It's not you know, there's

0:13:43.200 --> 0:13:48.040
<v Speaker 1>no real sense of, uh, the dimensionality in the original

0:13:48.080 --> 0:13:51.439
<v Speaker 1>Asteroids game. I really like the element that Meteors starts off.

0:13:51.480 --> 0:13:53.320
<v Speaker 1>When you start off the game, there's an animation of

0:13:53.400 --> 0:13:56.840
<v Speaker 1>you blasting off of Earth. Compare that to Asteroids. You

0:13:56.880 --> 0:13:58.560
<v Speaker 1>just start and you're just in the in the field.

0:13:58.800 --> 0:14:01.960
<v Speaker 1>Time to go, um, you've got the game. Meteors is

0:14:02.000 --> 0:14:04.600
<v Speaker 1>actually faster in general, and it moved, and you have

0:14:04.640 --> 0:14:07.160
<v Speaker 1>a different way of shooting as well. You could can

0:14:07.320 --> 0:14:10.560
<v Speaker 1>you could shoot a lot more, I think continuously compared

0:14:10.600 --> 0:14:13.319
<v Speaker 1>to Asteroids. Right, Asteroids was like a burst fire thing.

0:14:13.360 --> 0:14:15.920
<v Speaker 1>You could fire a few shots, but then you had

0:14:15.920 --> 0:14:20.000
<v Speaker 1>to wait. It's almost like a recharge period. Have been

0:14:20.040 --> 0:14:21.840
<v Speaker 1>missing anything else, So that's the main one that's the

0:14:21.880 --> 0:14:25.880
<v Speaker 1>main ones. I mean, uh, you know, there were There

0:14:25.920 --> 0:14:28.280
<v Speaker 1>was also the fact that the meteors and meteor and

0:14:28.400 --> 0:14:32.280
<v Speaker 1>meteors rather could tumble like they actually they actually seemed

0:14:32.320 --> 0:14:35.120
<v Speaker 1>to rotate as they were coming towards you, whereas the

0:14:35.920 --> 0:14:39.120
<v Speaker 1>if you watch the old Asteroids game, those shapes just

0:14:39.400 --> 0:14:43.840
<v Speaker 1>they maintain their same orientation as they move across. So

0:14:44.120 --> 0:14:47.280
<v Speaker 1>there was that too. So there were some definite improvements

0:14:47.960 --> 0:14:53.479
<v Speaker 1>on the game. So Amusement World had to defend itself

0:14:53.520 --> 0:14:56.360
<v Speaker 1>against these claims of copyright infringement. They tried a couple

0:14:56.360 --> 0:15:00.720
<v Speaker 1>of different tactics. The first thing they tried was, uh,

0:15:00.760 --> 0:15:05.480
<v Speaker 1>they said that Atari's copyright on Asteroids was invalid in

0:15:05.520 --> 0:15:09.360
<v Speaker 1>this case because of the way they registered their copyright.

0:15:10.000 --> 0:15:14.600
<v Speaker 1>So they said that Atari had registered Asteroids copyright as

0:15:14.600 --> 0:15:19.120
<v Speaker 1>an audio visual work, not as a literary work, and

0:15:19.200 --> 0:15:22.560
<v Speaker 1>that as a result, the copyright wasn't valid. They said

0:15:22.560 --> 0:15:27.160
<v Speaker 1>that Atari had submitted essentially a film a video of

0:15:27.320 --> 0:15:31.240
<v Speaker 1>one out of a possible infinite variations of a single game.

0:15:31.720 --> 0:15:36.440
<v Speaker 1>So in other words, they captured gameplay footage of Asteroids,

0:15:36.520 --> 0:15:41.600
<v Speaker 1>and that particular gameplay footage was being sent as as

0:15:42.160 --> 0:15:47.320
<v Speaker 1>part of the the work that Atari was submitting to

0:15:47.720 --> 0:15:53.320
<v Speaker 1>get this copyright, and I guess Amusement World was essentially saying, well, technically,

0:15:53.360 --> 0:15:56.840
<v Speaker 1>wouldn't that just give copyright to that specific film? Like

0:15:57.080 --> 0:16:00.120
<v Speaker 1>that was that's such a great argument. It's taking You

0:16:00.160 --> 0:16:01.920
<v Speaker 1>were saying, this is the wild West, it's the early

0:16:02.000 --> 0:16:05.080
<v Speaker 1>days of video games, and how are they protected to

0:16:05.200 --> 0:16:08.000
<v Speaker 1>the idea that that Amusement World is pushing us. Wait

0:16:08.040 --> 0:16:11.480
<v Speaker 1>a second, that's a tape or recording. You definitely have

0:16:11.560 --> 0:16:15.120
<v Speaker 1>protection for that, but you're suing us about the game itself.

0:16:15.440 --> 0:16:17.800
<v Speaker 1>And the court was like, wait, wall, wait a second. Okay,

0:16:18.160 --> 0:16:22.480
<v Speaker 1>now they did h put the work in a tangible medium,

0:16:22.480 --> 0:16:24.640
<v Speaker 1>and that happens to be the circuitry, and it's not

0:16:24.840 --> 0:16:28.680
<v Speaker 1>so easy to descend us an arcade cabinet. This is

0:16:28.720 --> 0:16:30.840
<v Speaker 1>the way it used to be. Yeah, yeah, because the

0:16:30.840 --> 0:16:34.040
<v Speaker 1>wrong chip. I mean, the game is hard coded on

0:16:35.000 --> 0:16:37.760
<v Speaker 1>a a a circuit board, and that circuit board is

0:16:37.800 --> 0:16:40.120
<v Speaker 1>only useful if you haven't connected up to the rest

0:16:40.160 --> 0:16:43.120
<v Speaker 1>of the system. So you I mean, you would have

0:16:43.160 --> 0:16:47.160
<v Speaker 1>to have had a Torris and a full console like

0:16:47.200 --> 0:16:50.520
<v Speaker 1>I mean, a full like Atari cabinet out to the

0:16:50.600 --> 0:16:54.920
<v Speaker 1>patent office that or rather the copyright office and deliver

0:16:55.040 --> 0:16:58.880
<v Speaker 1>that and say like, here's our fixed tangible medium. And hilariously,

0:16:58.920 --> 0:17:00.160
<v Speaker 1>I know a lot of people think the law is

0:17:00.200 --> 0:17:02.760
<v Speaker 1>kind of messed up and it allows for absurd results.

0:17:03.240 --> 0:17:05.760
<v Speaker 1>If this kind of actual event that's happening right now

0:17:05.840 --> 0:17:08.200
<v Speaker 1>we're talking about, if they if Atari had to send

0:17:08.200 --> 0:17:10.800
<v Speaker 1>an actual cabinet every single time it made a game,

0:17:11.359 --> 0:17:14.880
<v Speaker 1>that would cause such a ludicrous amount of storage requirements

0:17:15.160 --> 0:17:18.080
<v Speaker 1>by the government would make no sense. It would can

0:17:18.080 --> 0:17:21.359
<v Speaker 1>you imagine filing these arcades? Well, it would have made

0:17:21.400 --> 0:17:23.760
<v Speaker 1>the copyright office a much more fun place to work.

0:17:24.880 --> 0:17:28.439
<v Speaker 1>It would be a great fantastic break area where you like,

0:17:28.440 --> 0:17:31.080
<v Speaker 1>we guess, guess what we got? This other game hasn't

0:17:31.080 --> 0:17:35.640
<v Speaker 1>even come out in our gades yet. Um, you know,

0:17:35.720 --> 0:17:38.720
<v Speaker 1>it seems to me this this is the argument I

0:17:38.720 --> 0:17:41.320
<v Speaker 1>would make with this, Like if you were trying to

0:17:41.320 --> 0:17:44.640
<v Speaker 1>to say, like, well, what is this similar to Let's

0:17:44.640 --> 0:17:48.160
<v Speaker 1>say that I write a play and, for some reason

0:17:48.560 --> 0:17:52.520
<v Speaker 1>that I cannot even come up with right now, I

0:17:52.600 --> 0:17:56.640
<v Speaker 1>submit my play to the copyright office, not by sending

0:17:56.760 --> 0:18:00.119
<v Speaker 1>in a script to to be copied, you know, to

0:18:00.160 --> 0:18:03.760
<v Speaker 1>register the copyright, but rather I put on a performance

0:18:03.960 --> 0:18:09.720
<v Speaker 1>of the play and then I record the performance on

0:18:10.320 --> 0:18:12.880
<v Speaker 1>using a video camera or whatever, and I send that

0:18:12.960 --> 0:18:16.560
<v Speaker 1>in to be copyright. That you could argue like, well,

0:18:16.640 --> 0:18:19.800
<v Speaker 1>you're copyrighting the performance of this play, but the play

0:18:19.840 --> 0:18:22.720
<v Speaker 1>itself you still haven't registered. That's kind of the argument

0:18:22.760 --> 0:18:27.439
<v Speaker 1>Amusement World was making. And ultimately the court dismissed this

0:18:27.640 --> 0:18:30.879
<v Speaker 1>argument and said, all right, you know, for for practicality sake,

0:18:31.880 --> 0:18:34.600
<v Speaker 1>just for the same reasons that I as was mentioning earlier,

0:18:35.160 --> 0:18:38.959
<v Speaker 1>we have to draw the line somewhere and a video

0:18:39.160 --> 0:18:44.119
<v Speaker 1>depicting gameplay footage is going to be differentiated from a

0:18:44.400 --> 0:18:48.840
<v Speaker 1>film in that we're not saying that this one video

0:18:49.680 --> 0:18:53.480
<v Speaker 1>representation of the game is the only thing that is

0:18:53.560 --> 0:18:58.240
<v Speaker 1>protected under copyright because it's ludicrous. But but it could

0:18:58.240 --> 0:19:01.600
<v Speaker 1>have gone the other way. That could have been a

0:19:01.680 --> 0:19:03.880
<v Speaker 1>first case where they're saying, actually, you're right, they didn't

0:19:03.880 --> 0:19:07.919
<v Speaker 1>send necessarcuit board. Um, well, no, you're right, there's no

0:19:07.960 --> 0:19:11.000
<v Speaker 1>copyright protection and definite your copyright covers a heck of

0:19:11.000 --> 0:19:14.679
<v Speaker 1>a lot of things, include including derivative works. So if

0:19:14.760 --> 0:19:18.080
<v Speaker 1>John Fannits send in that recording, if I transcribed it,

0:19:18.480 --> 0:19:20.480
<v Speaker 1>and go ha, I can sell this because you didn't

0:19:20.480 --> 0:19:24.240
<v Speaker 1>copyright the actual script. Clearly it's derivative of what you've done.

0:19:24.359 --> 0:19:27.600
<v Speaker 1>So that's it's supposed to reward the content creator. It's

0:19:27.600 --> 0:19:32.120
<v Speaker 1>supposed to be about furthering uh society because you when

0:19:32.119 --> 0:19:34.400
<v Speaker 1>you write something, you're protected and you can actually enjoy

0:19:34.480 --> 0:19:36.639
<v Speaker 1>the fruits of your labor. And that's the whole point

0:19:36.640 --> 0:19:39.760
<v Speaker 1>of copyright in a nutshell. Yeah, and it and it

0:19:39.800 --> 0:19:42.760
<v Speaker 1>does get complicated. I mean, using that other example of

0:19:42.800 --> 0:19:45.720
<v Speaker 1>the play and shooting a video, Let's say that I

0:19:45.760 --> 0:19:48.880
<v Speaker 1>haven't sent in the script for copyright yet. I as

0:19:48.920 --> 0:19:51.320
<v Speaker 1>comes to a rehearsal of this play that has not

0:19:51.400 --> 0:19:55.119
<v Speaker 1>yet been copyrighted. He video tapes the rehearsal and copyrights

0:19:55.160 --> 0:19:58.000
<v Speaker 1>the videotape, and now suddenly he's got a registered copyright,

0:19:58.040 --> 0:20:01.080
<v Speaker 1>assuming that it's granted, he has just a copyright for

0:20:01.119 --> 0:20:06.480
<v Speaker 1>this thing. I haven't copyrighted my script, and his registration

0:20:06.720 --> 0:20:09.440
<v Speaker 1>would predate anything I would send in, which would cause

0:20:09.480 --> 0:20:12.920
<v Speaker 1>further complications. So you know, the whole point of this

0:20:13.119 --> 0:20:16.560
<v Speaker 1>is to try and create as clear a record of

0:20:16.600 --> 0:20:20.560
<v Speaker 1>ownership as possible. But if you don't do your part

0:20:20.680 --> 0:20:24.600
<v Speaker 1>in that, then you can't expect to have the protection

0:20:25.080 --> 0:20:28.359
<v Speaker 1>that it would grant you. So uh in this case,

0:20:28.400 --> 0:20:32.280
<v Speaker 1>I guess it was a good thing that the court said, hey, uh,

0:20:32.760 --> 0:20:36.120
<v Speaker 1>the the audio visual thing is not um, not a barrier.

0:20:36.160 --> 0:20:39.160
<v Speaker 1>It's not something that is going to count against Atari

0:20:39.200 --> 0:20:42.879
<v Speaker 1>in this case. But Amusement World then had to change

0:20:42.880 --> 0:20:46.800
<v Speaker 1>its tactics and said that, Uh. What Attari was trying

0:20:46.840 --> 0:20:51.639
<v Speaker 1>to do was claim copyright protection of the idea of

0:20:51.680 --> 0:20:54.440
<v Speaker 1>a video game in which the player tries to survive

0:20:54.760 --> 0:20:59.920
<v Speaker 1>encounters with asteroids and enemy spaceships. So this is where

0:21:00.000 --> 0:21:05.240
<v Speaker 1>to get into another interesting uh facet of copyright, because,

0:21:05.960 --> 0:21:10.320
<v Speaker 1>as it turns out, an idea by itself is not

0:21:10.560 --> 0:21:14.560
<v Speaker 1>something that's guaranteed protection. There's the whole thing about idea

0:21:14.720 --> 0:21:17.840
<v Speaker 1>versus the expression of an idea. And you're gonna get

0:21:17.880 --> 0:21:22.240
<v Speaker 1>familiar with this jeweled be pendant and what this this

0:21:22.320 --> 0:21:25.600
<v Speaker 1>thing is. If there was this lawsuit, I'll do it

0:21:25.640 --> 0:21:28.960
<v Speaker 1>real quick. There was one manufacturer of a thing of

0:21:29.000 --> 0:21:30.680
<v Speaker 1>it like a brooch or a pin that a person

0:21:30.720 --> 0:21:34.119
<v Speaker 1>would wear. It was a B that had jewels on it.

0:21:34.520 --> 0:21:37.040
<v Speaker 1>So somebody saw that idea, Hey, that's a really cool idea.

0:21:37.040 --> 0:21:41.600
<v Speaker 1>I'm gonna make the same thing. So the first person

0:21:41.640 --> 0:21:44.680
<v Speaker 1>who made the be jeweled B said no, I'm suing

0:21:44.720 --> 0:21:48.560
<v Speaker 1>you for for copyright. That's mine, and the court said, listen,

0:21:48.600 --> 0:21:53.760
<v Speaker 1>there's only one way to show a jeweled B. That's it. Now.

0:21:53.760 --> 0:21:56.399
<v Speaker 1>Granted we could have a different pattern on the actual B,

0:21:56.960 --> 0:21:59.240
<v Speaker 1>but a B, if you're trying to keep it realistic,

0:21:59.320 --> 0:22:01.800
<v Speaker 1>is going to have the black and yellow or brown

0:22:01.800 --> 0:22:04.280
<v Speaker 1>and yellow kind of stripes. It's gonna have wings. There

0:22:04.280 --> 0:22:07.440
<v Speaker 1>are elements you cannot change about this, and there's only

0:22:07.640 --> 0:22:11.160
<v Speaker 1>one true way to do this. In that case, you do.

0:22:11.440 --> 0:22:14.320
<v Speaker 1>The first person does have a copyright on that actual item,

0:22:14.359 --> 0:22:17.440
<v Speaker 1>but it's not exactly terribly strong. Another person can actually

0:22:17.520 --> 0:22:19.960
<v Speaker 1>make the same thing also have a copyright on it,

0:22:19.960 --> 0:22:22.160
<v Speaker 1>which sounds a little bit bizarre if you think about it.

0:22:22.520 --> 0:22:27.600
<v Speaker 1>But because you can't copyright the idea, this is free

0:22:27.600 --> 0:22:29.879
<v Speaker 1>to copy, and you know you still have a copyright.

0:22:29.880 --> 0:22:33.160
<v Speaker 1>It's just such a weak, weak copyright that it's it's

0:22:33.359 --> 0:22:35.879
<v Speaker 1>very very strange. And that's basically we gets applied to

0:22:35.920 --> 0:22:39.760
<v Speaker 1>this case. Yeah, yeah, this this idea that okay, so

0:22:39.800 --> 0:22:43.840
<v Speaker 1>the idea itself is not copyrightable. That there you could

0:22:43.840 --> 0:22:47.359
<v Speaker 1>have the reasonable expectation that different people would want to

0:22:47.359 --> 0:22:51.760
<v Speaker 1>create a game based on this same kernel of an idea.

0:22:52.160 --> 0:22:55.800
<v Speaker 1>The argument then becomes, well, how many different ways are

0:22:55.920 --> 0:22:59.200
<v Speaker 1>there to express that idea? If it turns out there's

0:22:59.240 --> 0:23:02.080
<v Speaker 1>really only one method of doing it, you can't truly

0:23:02.200 --> 0:23:07.360
<v Speaker 1>have protection of that because it would be silly, right

0:23:07.400 --> 0:23:09.840
<v Speaker 1>if it's it's only if there are multiple ways to

0:23:09.920 --> 0:23:14.040
<v Speaker 1>express that idea that you you could argue, well, this

0:23:14.119 --> 0:23:17.200
<v Speaker 1>person copied you, and they didn't have to. They could

0:23:17.200 --> 0:23:20.320
<v Speaker 1>have expressed that same idea in a totally different and

0:23:20.440 --> 0:23:26.639
<v Speaker 1>novel way, So therefore they are they are actively violating

0:23:26.640 --> 0:23:31.760
<v Speaker 1>your copyright. You have a legitimate, uh legitimate complaint. So

0:23:31.840 --> 0:23:34.439
<v Speaker 1>what the court had to decide in this case was,

0:23:35.960 --> 0:23:40.280
<v Speaker 1>did what the stuff that Amusement World did by creating Meteors,

0:23:40.520 --> 0:23:45.760
<v Speaker 1>did they in fact copy Atari or did they simply

0:23:46.640 --> 0:23:51.320
<v Speaker 1>employ the same ideas Because there was really only that

0:23:51.400 --> 0:23:56.159
<v Speaker 1>way to express a game where you are trying to

0:23:56.760 --> 0:24:00.880
<v Speaker 1>maneuver a spacecraft through an asteroid bell while you're being

0:24:00.880 --> 0:24:04.920
<v Speaker 1>shot at by enemy spaceships. And that must have been

0:24:04.920 --> 0:24:09.280
<v Speaker 1>a really interesting deliberation to go through and say, all right, well,

0:24:09.320 --> 0:24:13.320
<v Speaker 1>which one elements here do we think are essentially universal

0:24:13.359 --> 0:24:15.159
<v Speaker 1>in the sense that anyone who wanted to make a

0:24:15.200 --> 0:24:19.000
<v Speaker 1>game that represented this kind of idea would have to

0:24:19.040 --> 0:24:22.920
<v Speaker 1>do it this way versus which one of these ideas

0:24:23.400 --> 0:24:26.199
<v Speaker 1>could you do in a myriad of other ways, But

0:24:26.320 --> 0:24:30.399
<v Speaker 1>they chose to copy Atari's method, and in this case

0:24:31.280 --> 0:24:36.959
<v Speaker 1>it ended up um kind of a favoring Amusement World.

0:24:37.160 --> 0:24:41.639
<v Speaker 1>Amusement World UH is not found guilty of copy infringement

0:24:41.680 --> 0:24:46.280
<v Speaker 1>in this case because there is apparently the idea expression

0:24:46.840 --> 0:24:49.199
<v Speaker 1>unity is true in this particular case. That's what the

0:24:49.200 --> 0:24:51.560
<v Speaker 1>court's saying. They're saying, look, there is like one way

0:24:51.600 --> 0:24:53.560
<v Speaker 1>to do this. So if you had a spaceship and

0:24:53.640 --> 0:24:56.760
<v Speaker 1>you're going to blow up a rock in this in space,

0:24:57.800 --> 0:25:00.359
<v Speaker 1>those rocks have to disappear one of two or three

0:25:00.359 --> 0:25:02.399
<v Speaker 1>different ways. Okay, it's gonna break up and one piece,

0:25:02.400 --> 0:25:05.360
<v Speaker 1>two pieces, three pieces that breaks up into a million pieces.

0:25:05.600 --> 0:25:08.920
<v Speaker 1>The game becomes somewhat unplayable because you'll just lose all

0:25:08.960 --> 0:25:11.840
<v Speaker 1>the time. They're saying that both games start off somewhat easy,

0:25:11.920 --> 0:25:14.760
<v Speaker 1>which is to encourage people to play the game. That's

0:25:14.760 --> 0:25:16.680
<v Speaker 1>something that you can't really say, We'll start the game

0:25:16.720 --> 0:25:19.840
<v Speaker 1>really hard and that will be a different game. So

0:25:20.040 --> 0:25:23.960
<v Speaker 1>there's enough elements that in this case the course saying,

0:25:24.000 --> 0:25:27.160
<v Speaker 1>look if you're flying around in space and that you're

0:25:27.160 --> 0:25:30.359
<v Speaker 1>blown up rocks. This is kind of the only way

0:25:30.400 --> 0:25:34.200
<v Speaker 1>to do it, because you just there's no way around this.

0:25:35.040 --> 0:25:39.520
<v Speaker 1>And I want to just quickly mentioned that both of

0:25:39.560 --> 0:25:42.879
<v Speaker 1>these guys Amusement World in Natari both have copyright protection.

0:25:43.320 --> 0:25:46.720
<v Speaker 1>It's that the protection doesn't give them a monopoly because

0:25:47.400 --> 0:25:50.399
<v Speaker 1>of the idea expression unity. That's what the thing is.

0:25:50.440 --> 0:25:53.679
<v Speaker 1>It's about a monopoly on something more so than it

0:25:53.760 --> 0:25:56.520
<v Speaker 1>is protection, because even though these games are very similar

0:25:57.119 --> 0:26:00.440
<v Speaker 1>and they act in a very similar way, they both

0:26:00.760 --> 0:26:05.720
<v Speaker 1>still have copyrights on those products, which is really I mean,

0:26:05.720 --> 0:26:09.280
<v Speaker 1>this is that's mind bending to me, particularly when we

0:26:09.320 --> 0:26:12.639
<v Speaker 1>get to the discussion of the second case, where we

0:26:12.680 --> 0:26:16.560
<v Speaker 1>start saying, wait a minute, I don't on a very

0:26:16.600 --> 0:26:20.080
<v Speaker 1>like high level, it could be hard to distinguish between

0:26:20.119 --> 0:26:23.560
<v Speaker 1>the two the differences that that mark one case versus

0:26:23.600 --> 0:26:27.760
<v Speaker 1>the other, because, as it turns out, the court decisions

0:26:27.840 --> 0:26:31.120
<v Speaker 1>in the second case we're going to talk about go

0:26:31.280 --> 0:26:33.359
<v Speaker 1>in a in a different direction than the one we

0:26:33.480 --> 0:26:36.720
<v Speaker 1>just mentioned. And that's that's probably why I mean, I mean,

0:26:36.720 --> 0:26:39.720
<v Speaker 1>I imagine that's why you when you were studying law,

0:26:39.840 --> 0:26:43.560
<v Speaker 1>you had these two cases kind of presented together as

0:26:43.600 --> 0:26:49.439
<v Speaker 1>a way of uh illustrating this this idea of um

0:26:49.480 --> 0:26:52.159
<v Speaker 1>the copyright of the expression of an idea versus the

0:26:52.200 --> 0:26:54.960
<v Speaker 1>idea itself. Yeah, like I said in the beginning, this

0:26:55.040 --> 0:26:57.640
<v Speaker 1>was maddening to go back to back with the case

0:26:58.160 --> 0:27:00.800
<v Speaker 1>that The next case this is ninety eight two. It's

0:27:00.920 --> 0:27:03.359
<v Speaker 1>decided by the United States Court of Appeal, Seventh Circuit

0:27:03.880 --> 0:27:07.280
<v Speaker 1>and the Satari versus North American Phillips Consumer Electronance Corps.

0:27:07.680 --> 0:27:11.000
<v Speaker 1>You might know them as Phillips in the in the case,

0:27:11.080 --> 0:27:13.600
<v Speaker 1>they are constantly called North American because that's just the

0:27:13.600 --> 0:27:16.760
<v Speaker 1>shorthand eight two. That's just the way it was. And

0:27:16.800 --> 0:27:18.960
<v Speaker 1>on top of that, Phillips happened to be the maker

0:27:19.000 --> 0:27:21.680
<v Speaker 1>or something called The Odyssey, which I'm sure not only

0:27:21.720 --> 0:27:24.120
<v Speaker 1>have I heard it discussed on tech stuff. I kind

0:27:24.119 --> 0:27:26.919
<v Speaker 1>of remember the Odyssey because I remember the actual ads

0:27:26.920 --> 0:27:29.120
<v Speaker 1>in magazines and I'm like, what's an Odyssey? So here's

0:27:29.119 --> 0:27:32.160
<v Speaker 1>the thing. I think I actually owned the game that's

0:27:32.200 --> 0:27:36.280
<v Speaker 1>in question. Here, the game of question. Here's uh, there's

0:27:36.320 --> 0:27:40.160
<v Speaker 1>there's two games and Sari has got the Atari has

0:27:40.200 --> 0:27:44.480
<v Speaker 1>in this particular world, Attari has a Midway have the

0:27:44.640 --> 0:27:47.679
<v Speaker 1>rights to make a pac Man game. Who owns the

0:27:47.680 --> 0:27:51.960
<v Speaker 1>copyright on Pacman at the point, so Namco had the

0:27:52.040 --> 0:27:56.080
<v Speaker 1>Namco owns the game, but uh midway in, Atari had

0:27:56.080 --> 0:28:00.520
<v Speaker 1>the United States the the exclusive United States rights to

0:28:01.800 --> 0:28:06.399
<v Speaker 1>pac Man. So you could think of Atari almost being

0:28:06.560 --> 0:28:10.080
<v Speaker 1>a a you know, like the representation of Namco in

0:28:10.119 --> 0:28:14.040
<v Speaker 1>the US because of the way that games would be

0:28:14.040 --> 0:28:19.199
<v Speaker 1>published and then distributed globally. So while Namco technically is

0:28:19.280 --> 0:28:22.400
<v Speaker 1>the owner of pac Man, Atari could act in that

0:28:22.480 --> 0:28:26.120
<v Speaker 1>capacity within the United States. Yeah, that's like the whole

0:28:26.160 --> 0:28:28.440
<v Speaker 1>point of copyright. You have the right. Namco has the right,

0:28:28.440 --> 0:28:32.040
<v Speaker 1>and they own this this character, they own every derivative work,

0:28:32.080 --> 0:28:33.840
<v Speaker 1>and they're like, hey, listen, now that we have this,

0:28:34.040 --> 0:28:36.240
<v Speaker 1>we can sell the license to somebody else to do

0:28:36.320 --> 0:28:38.000
<v Speaker 1>something with it. So that's one of the reason why

0:28:38.040 --> 0:28:40.920
<v Speaker 1>people are ferociously fighting about this, because they want to

0:28:41.000 --> 0:28:44.040
<v Speaker 1>have the exclusive right. Atari paid money for these rights

0:28:44.720 --> 0:28:47.840
<v Speaker 1>and they don't they don't want to lose market share

0:28:47.880 --> 0:28:51.560
<v Speaker 1>because Philips decides to make a better pac Man game.

0:28:52.080 --> 0:28:55.040
<v Speaker 1>Um so this this game that eventually comes out as

0:28:55.040 --> 0:28:59.080
<v Speaker 1>called Ksey Munchkin, a game I had never heard of before.

0:29:00.080 --> 0:29:02.600
<v Speaker 1>I had not I thought, I swore when I saw

0:29:02.640 --> 0:29:06.040
<v Speaker 1>that you had put this as one of the lawsuits

0:29:06.080 --> 0:29:08.120
<v Speaker 1>we were going to talk about. This was before we

0:29:08.160 --> 0:29:11.040
<v Speaker 1>had decided just to focus on a Torii. I saw

0:29:11.080 --> 0:29:14.840
<v Speaker 1>the name Casey Munchkin, and I thought, I've never heard

0:29:14.840 --> 0:29:17.760
<v Speaker 1>of this game. Then I watched a video of the

0:29:17.800 --> 0:29:21.360
<v Speaker 1>gameplay and I said, I think I owned this game,

0:29:22.720 --> 0:29:26.400
<v Speaker 1>but I had no memory of the name of it. Yeah,

0:29:26.640 --> 0:29:28.800
<v Speaker 1>so it's it's amazed game. Let's le's let's talk about

0:29:28.800 --> 0:29:31.600
<v Speaker 1>the little what happened, the little facts about this this

0:29:31.840 --> 0:29:34.760
<v Speaker 1>uh infringing work sure that this is being called. So

0:29:34.800 --> 0:29:37.720
<v Speaker 1>there's a game developer's name is Ed Everett and a Mr.

0:29:37.800 --> 0:29:39.920
<v Speaker 1>Stop And in the case, they don't actually give stop

0:29:39.920 --> 0:29:41.200
<v Speaker 1>at first name, so I don't know what his name

0:29:41.280 --> 0:29:43.800
<v Speaker 1>is his first name, but he's the head of Phillips's

0:29:43.920 --> 0:29:46.520
<v Speaker 1>home video game development and that's for the Odyssey. So

0:29:46.600 --> 0:29:49.640
<v Speaker 1>they see pac Man in an our airport arcade and

0:29:49.680 --> 0:29:52.360
<v Speaker 1>they decided, hey, we could build a better version for

0:29:52.480 --> 0:29:56.080
<v Speaker 1>the Odyssey home console. Now Everett had made twenty one

0:29:56.280 --> 0:29:59.400
<v Speaker 1>other video games, so he's he's got a good track

0:29:59.480 --> 0:30:03.840
<v Speaker 1>record in comes to making games. Let's Stop and Everett

0:30:03.880 --> 0:30:06.120
<v Speaker 1>both decide that, hey, listen, if we had the pac

0:30:06.160 --> 0:30:08.960
<v Speaker 1>Man name on this game, it would do so much better.

0:30:09.520 --> 0:30:12.520
<v Speaker 1>So Average starting to do some development on the game.

0:30:12.880 --> 0:30:16.000
<v Speaker 1>North American at this point where Phillips is trying to

0:30:16.000 --> 0:30:18.000
<v Speaker 1>get the license from Midway, So, hey, can we just

0:30:18.200 --> 0:30:20.920
<v Speaker 1>make a game with you guys with the license and

0:30:22.200 --> 0:30:25.800
<v Speaker 1>the company Midway says no, we're not giving you a license.

0:30:26.160 --> 0:30:29.640
<v Speaker 1>So Average kind of building a game that's not even

0:30:29.680 --> 0:30:32.800
<v Speaker 1>done yet. He's told that we don't have the license.

0:30:32.880 --> 0:30:36.080
<v Speaker 1>So Average continues to build this game, and it turns

0:30:36.080 --> 0:30:38.160
<v Speaker 1>out to be Casey Munchkin, right, the idea of being

0:30:38.200 --> 0:30:41.840
<v Speaker 1>to make a game similar to pac Man without being

0:30:42.000 --> 0:30:45.280
<v Speaker 1>exactly pac Man, and also the idea of making this

0:30:45.360 --> 0:30:49.280
<v Speaker 1>quote unquote better than the arcade version. So it was

0:30:50.080 --> 0:30:54.400
<v Speaker 1>it wasn't built as a clone of pac Man, but

0:30:54.720 --> 0:30:58.320
<v Speaker 1>you know it's undeniable that it shares a lot of

0:30:58.360 --> 0:31:01.760
<v Speaker 1>similarities to pac Man. Yeah, so Average finishes this game

0:31:01.800 --> 0:31:04.520
<v Speaker 1>called Casey Munchkin. North American says, can we review the game?

0:31:04.560 --> 0:31:06.720
<v Speaker 1>We want to make sure it's totally different from pac Man,

0:31:07.280 --> 0:31:08.840
<v Speaker 1>and so they see the game, they go, okay, we

0:31:08.880 --> 0:31:11.760
<v Speaker 1>need to change some things. First, change the protagonist's color.

0:31:11.920 --> 0:31:14.560
<v Speaker 1>He's not going to be yellow, so that that's a

0:31:14.560 --> 0:31:16.920
<v Speaker 1>big flag. So they change the color of Munchkin from

0:31:16.920 --> 0:31:21.360
<v Speaker 1>the yellow to blue. They also told retailers, do not

0:31:21.680 --> 0:31:24.880
<v Speaker 1>call this pac Man, do not reference pac Man. Whatever

0:31:24.920 --> 0:31:27.640
<v Speaker 1>you do, don't call it pac Man. So what actually

0:31:27.680 --> 0:31:31.440
<v Speaker 1>happens in reality, retailers call it Odysse's pac Man or

0:31:31.440 --> 0:31:35.440
<v Speaker 1>a pac Man pac game because that's gonna sell copies

0:31:35.480 --> 0:31:37.800
<v Speaker 1>to customers, and that's what the stores are concerned with.

0:31:37.880 --> 0:31:41.160
<v Speaker 1>They don't the stores aren't concerned with copyright. They're concerned

0:31:41.200 --> 0:31:45.320
<v Speaker 1>with moving inventory. Yeah, so that didn't help anything, were Philip,

0:31:45.360 --> 0:31:47.280
<v Speaker 1>because they're like, no, don't do that, don't do that.

0:31:47.680 --> 0:31:50.360
<v Speaker 1>And so Atari gets wind of this, they go, listen,

0:31:50.640 --> 0:31:54.000
<v Speaker 1>we're pursuing you because you are printing on our copyright. Here.

0:31:54.120 --> 0:31:55.400
<v Speaker 1>We have the rights to do this. You don't have

0:31:55.440 --> 0:31:57.440
<v Speaker 1>any rights to do this. And they look for a

0:31:57.440 --> 0:32:00.120
<v Speaker 1>primary injunction to get this game off the shelves. They

0:32:00.120 --> 0:32:03.120
<v Speaker 1>don't want this game being sold. And in the first case,

0:32:04.080 --> 0:32:07.160
<v Speaker 1>Atari loses. Okay, a story does not get their injunction

0:32:07.200 --> 0:32:08.920
<v Speaker 1>and to start with, and that's how it ends up

0:32:08.960 --> 0:32:11.120
<v Speaker 1>at the Court of Appeal Seventh Circuit, because the Court

0:32:11.160 --> 0:32:13.960
<v Speaker 1>of Appeals is taking this appeal to find out what

0:32:14.000 --> 0:32:19.080
<v Speaker 1>happens and they decide it is infringement, which will make

0:32:19.120 --> 0:32:21.960
<v Speaker 1>your head explode as we describe the games, because it's

0:32:22.160 --> 0:32:26.640
<v Speaker 1>very strange why this in this case there is infringement

0:32:26.760 --> 0:32:31.239
<v Speaker 1>versus the before we get into that, just so just

0:32:31.280 --> 0:32:33.720
<v Speaker 1>so people can kind of understand. And I don't mean

0:32:33.720 --> 0:32:35.600
<v Speaker 1>to put you on the spot, I ad but can

0:32:35.640 --> 0:32:39.120
<v Speaker 1>you can you sort of give an overview of of

0:32:39.280 --> 0:32:42.880
<v Speaker 1>what the appeals process is in case? Could because as

0:32:42.880 --> 0:32:45.880
<v Speaker 1>you pointed out, Atari had lost the case but then

0:32:45.960 --> 0:32:48.880
<v Speaker 1>was able to take it to another court. Well, I mean,

0:32:48.880 --> 0:32:52.160
<v Speaker 1>so that's the first case was adjudicated, and is this

0:32:52.360 --> 0:32:54.320
<v Speaker 1>in this particular case you have to show you look

0:32:54.360 --> 0:32:56.880
<v Speaker 1>for an injunction, you have to show irreparable harm. Okay,

0:32:57.200 --> 0:32:59.440
<v Speaker 1>if you're looking for irreparable harm, you have to explain

0:32:59.520 --> 0:33:02.560
<v Speaker 1>that you cannot be made whole with money, right, so

0:33:02.640 --> 0:33:05.640
<v Speaker 1>if you have, uh, if you're talking about Apple and Samsung,

0:33:05.680 --> 0:33:07.880
<v Speaker 1>they're like, hey, look, don't sell those phones, and the

0:33:07.960 --> 0:33:09.960
<v Speaker 1>courts like no, you know what, if if this stays

0:33:09.960 --> 0:33:11.840
<v Speaker 1>on the shelves, they can just pay you money. Because

0:33:11.840 --> 0:33:13.479
<v Speaker 1>that's only that's the only thing you're gonna lose. You're

0:33:13.520 --> 0:33:16.040
<v Speaker 1>just gonna lose on profits, Well, that's what they'll pay

0:33:16.040 --> 0:33:19.760
<v Speaker 1>out the same thing with this kind of deal. The court,

0:33:19.800 --> 0:33:23.520
<v Speaker 1>the lower court found, look, there was no irreparable harm here,

0:33:23.520 --> 0:33:26.640
<v Speaker 1>so we're not going to stop this game from being sold. Um.

0:33:26.760 --> 0:33:29.920
<v Speaker 1>Then Atari just basically files a motion of appeal. I mean,

0:33:29.920 --> 0:33:32.360
<v Speaker 1>that's basically what that works. They file the appeal, and

0:33:32.360 --> 0:33:36.360
<v Speaker 1>then this court decides to take a look at everything

0:33:36.400 --> 0:33:38.040
<v Speaker 1>that happened in the first case, and pretty much I

0:33:38.120 --> 0:33:41.720
<v Speaker 1>believe in this. In this appeals process, all the facts

0:33:41.760 --> 0:33:43.560
<v Speaker 1>are pretty much stipulated. So it's not a heck of

0:33:43.560 --> 0:33:47.360
<v Speaker 1>a lot of disagreement, not having like an argument about um, oh,

0:33:47.440 --> 0:33:50.280
<v Speaker 1>you know, these two guys didn't see the airport. They

0:33:50.320 --> 0:33:54.600
<v Speaker 1>saw it somewhere in Atari's headquarters. Whatever facts are in

0:33:54.800 --> 0:33:57.680
<v Speaker 1>that first case are kind of taken as as that.

0:33:58.200 --> 0:34:00.960
<v Speaker 1>It's just like this is reality. We we can't can't

0:34:00.960 --> 0:34:05.840
<v Speaker 1>look outside of this reality. We just decided this was correctly. Uh,

0:34:05.960 --> 0:34:09.680
<v Speaker 1>if this, if the court decision was correct in this case, exactly,

0:34:09.760 --> 0:34:13.040
<v Speaker 1>they're looking at the court abuse discretion they do anything strange.

0:34:13.480 --> 0:34:17.080
<v Speaker 1>It's a very narrow kind of thing, and so it's

0:34:17.120 --> 0:34:19.319
<v Speaker 1>it's you're not gonna see a lot of if you

0:34:19.320 --> 0:34:21.800
<v Speaker 1>ever wanted to see a Court of Appeals kind of argument,

0:34:22.040 --> 0:34:25.560
<v Speaker 1>I feel like I really want to. No, it's not

0:34:25.600 --> 0:34:29.160
<v Speaker 1>going to be an exciting defendant plaintiff argument. It's gonna

0:34:29.160 --> 0:34:31.400
<v Speaker 1>be like, well, that's what happened, and that's what happened.

0:34:31.800 --> 0:34:36.440
<v Speaker 1>Mm hmm. That's it pretty well at any rate. The

0:34:36.480 --> 0:34:39.360
<v Speaker 1>other thing to keep in mind is that before we

0:34:39.400 --> 0:34:41.880
<v Speaker 1>talk about how the court described these games, because it

0:34:41.960 --> 0:34:45.720
<v Speaker 1>is pretty awesome. Uh. The the other thing to remember

0:34:45.840 --> 0:34:49.720
<v Speaker 1>is that Casey Munchkin came out on the Odyssey before

0:34:49.800 --> 0:34:54.439
<v Speaker 1>atriis uh Port, I guess Port is probably being way

0:34:54.440 --> 0:34:58.000
<v Speaker 1>too generous before Atris version of pac Man could come

0:34:58.040 --> 0:35:02.840
<v Speaker 1>out for the twenty hundred. So that was also an issue.

0:35:03.080 --> 0:35:06.399
<v Speaker 1>Was that seeing this this other home video game representation

0:35:06.520 --> 0:35:08.920
<v Speaker 1>of a very similar idea come out on a different

0:35:08.960 --> 0:35:13.040
<v Speaker 1>console before Autari could have its version come out on

0:35:13.040 --> 0:35:17.360
<v Speaker 1>the twenty that could. I'm guessing that also gave Atari

0:35:17.480 --> 0:35:20.960
<v Speaker 1>some some ammunition to say, look, they're even trying to

0:35:21.880 --> 0:35:23.920
<v Speaker 1>um to edge us out before we can get our

0:35:23.960 --> 0:35:27.480
<v Speaker 1>product on store shelves. But let's talk about how the

0:35:27.520 --> 0:35:33.760
<v Speaker 1>court described these games. So, uh, these descriptions are written

0:35:33.880 --> 0:35:37.040
<v Speaker 1>up in court documents. You can actually read the full

0:35:37.280 --> 0:35:41.600
<v Speaker 1>descriptions because uh, they're pretty long, but you you pulled

0:35:41.640 --> 0:35:44.040
<v Speaker 1>out an excerpt that I think is pretty awesome for

0:35:44.520 --> 0:35:48.799
<v Speaker 1>the description of of of what pac Man is. So

0:35:48.880 --> 0:35:51.200
<v Speaker 1>this is directly from the court case and they're explaining

0:35:51.520 --> 0:35:53.920
<v Speaker 1>the copyrighted work in this case, pac Man, the copyright

0:35:54.080 --> 0:35:57.600
<v Speaker 1>version A pac Man is an electronic arcade maze chase game.

0:35:57.960 --> 0:36:00.480
<v Speaker 1>Very basically the game board, which you appers on a

0:36:00.480 --> 0:36:03.680
<v Speaker 1>television like screen, consists of a fixed maze, a central

0:36:03.800 --> 0:36:09.279
<v Speaker 1>character parentheses expressed as a gobbler uh, four pursuit characters

0:36:09.280 --> 0:36:14.560
<v Speaker 1>expressed as ghost monsters, several hundred evenly spaced pink dots

0:36:14.640 --> 0:36:18.280
<v Speaker 1>which line the pathways of the maze or enlarge pink dots,

0:36:19.080 --> 0:36:23.080
<v Speaker 1>power capsules approximately located each of the mazes, four corners,

0:36:23.080 --> 0:36:26.040
<v Speaker 1>and various colored fruit symbols which appear near the middle

0:36:26.080 --> 0:36:29.359
<v Speaker 1>of the maze during the play of the game. Yeah,

0:36:29.400 --> 0:36:32.640
<v Speaker 1>and it goes on to describe in great detail what

0:36:32.800 --> 0:36:35.839
<v Speaker 1>a pac Man game consists of, even going so far

0:36:35.880 --> 0:36:39.719
<v Speaker 1>as to explain how you accumulate points through uh having

0:36:39.719 --> 0:36:44.880
<v Speaker 1>your gobbler gobble pellets, including the power capsules, having having

0:36:44.880 --> 0:36:49.200
<v Speaker 1>your gobbler gobble, the various fruit symbols, as well as

0:36:49.239 --> 0:36:52.960
<v Speaker 1>having your gobbler gobble the ghosts whenever the power capsules

0:36:53.000 --> 0:36:57.280
<v Speaker 1>allow for role reversal and the hunter becomes or hunted

0:36:57.320 --> 0:36:59.680
<v Speaker 1>becomes the hunter. I guess in that case, I really

0:36:59.800 --> 0:37:02.520
<v Speaker 1>really wish these like I wish these court descriptions were

0:37:02.600 --> 0:37:04.560
<v Speaker 1>like on the back of boxes when you bought the

0:37:04.640 --> 0:37:07.040
<v Speaker 1>game with eles. When this period of vulnerability is about

0:37:07.040 --> 0:37:09.840
<v Speaker 1>to end, the monsters warned the player by flashing alternative

0:37:09.920 --> 0:37:13.200
<v Speaker 1>alternately blue and white before my turning to their original colors.

0:37:13.239 --> 0:37:15.600
<v Speaker 1>To be fair, it sounds a lot like I mean,

0:37:15.800 --> 0:37:18.120
<v Speaker 1>these games when they got them for the home consoles

0:37:18.200 --> 0:37:22.399
<v Speaker 1>came with instruction booklets, and sometimes the descriptions sounded kind

0:37:22.400 --> 0:37:26.160
<v Speaker 1>of like that. So I wrote a little note here

0:37:26.200 --> 0:37:29.520
<v Speaker 1>where because I read the same the same court notes

0:37:29.560 --> 0:37:32.160
<v Speaker 1>as I as did. And I love the fact that

0:37:32.239 --> 0:37:38.000
<v Speaker 1>when they were referencing the Casey Munchkin game, which you know,

0:37:38.040 --> 0:37:41.279
<v Speaker 1>they point out had a lot of the same elements

0:37:41.320 --> 0:37:45.320
<v Speaker 1>as the pac Man game, they said that the ghost monsters,

0:37:45.360 --> 0:37:48.400
<v Speaker 1>the three ghost sponsors and Casey Munchkin rather than the

0:37:48.440 --> 0:37:52.480
<v Speaker 1>four in pact Man, were quote much spookier in quote

0:37:53.200 --> 0:37:55.560
<v Speaker 1>that's right, because they have like little tentacles or or

0:37:55.960 --> 0:37:59.840
<v Speaker 1>beat or something like that, and they creepily move and

0:38:00.000 --> 0:38:03.320
<v Speaker 1>they also have antenna, so they're they're they're extra animated.

0:38:03.360 --> 0:38:04.759
<v Speaker 1>I believe that was one of the other things they

0:38:04.800 --> 0:38:06.480
<v Speaker 1>wanted to make sure the game look different, and it

0:38:06.520 --> 0:38:10.480
<v Speaker 1>does look pretty different. There's a cool little corral in

0:38:10.520 --> 0:38:14.680
<v Speaker 1>the middle that changes versus compared to the corral with

0:38:14.760 --> 0:38:16.839
<v Speaker 1>the pac Man. Yeah, yeah, and the pact Man. It's

0:38:16.920 --> 0:38:18.960
<v Speaker 1>one box that has the ghosts in and the ghost

0:38:18.960 --> 0:38:20.920
<v Speaker 1>will come out at the top of the box. In

0:38:21.480 --> 0:38:24.440
<v Speaker 1>Casey Munchkin, all the ghosts are piled on top of

0:38:24.480 --> 0:38:28.040
<v Speaker 1>each other. The box is it's like a three sided box.

0:38:28.080 --> 0:38:32.000
<v Speaker 1>There's a there's one side missing, and it rotates ninety

0:38:32.040 --> 0:38:34.960
<v Speaker 1>degrees every few seconds, so the ghost can only come

0:38:34.960 --> 0:38:37.840
<v Speaker 1>out one direction, depending upon you know, whichever way the

0:38:37.840 --> 0:38:40.239
<v Speaker 1>box is facing at that given moment. That's the only

0:38:40.440 --> 0:38:42.600
<v Speaker 1>way the ghost can come out, which is kind of interesting.

0:38:42.800 --> 0:38:46.399
<v Speaker 1>I guess it could be a strategic benefit depending upon

0:38:46.440 --> 0:38:50.799
<v Speaker 1>where you're Munchkin was at that given moment. They also

0:38:50.840 --> 0:38:54.120
<v Speaker 1>said that the Gobbler and Casey Munchkin has a personality,

0:38:54.239 --> 0:38:58.000
<v Speaker 1>and that pac Man didn't, so sick Burn Yeah, that

0:38:58.000 --> 0:39:01.200
<v Speaker 1>that is a pretty interesting Uh what do you call

0:39:01.640 --> 0:39:05.000
<v Speaker 1>expression observation by the court. I'm not exactly sure how

0:39:05.120 --> 0:39:08.520
<v Speaker 1>Casey shows a personality as a somewhat of a diamond

0:39:08.560 --> 0:39:12.799
<v Speaker 1>shaped blue faced gobbler. Well, he he does. He If

0:39:12.840 --> 0:39:17.680
<v Speaker 1>he wins, like if you clear out a level, he smiles,

0:39:17.920 --> 0:39:21.280
<v Speaker 1>it turns so that it's facing like the faces facing

0:39:21.320 --> 0:39:24.319
<v Speaker 1>the viewer as opposed to being in profile, and you

0:39:24.360 --> 0:39:27.240
<v Speaker 1>get a smile. Looks kind of like Kermit the Frog smiling.

0:39:27.280 --> 0:39:29.880
<v Speaker 1>If Kermit also had like little horns or antenna on

0:39:29.920 --> 0:39:33.520
<v Speaker 1>top of his head. And then uh, if he got

0:39:33.760 --> 0:39:39.360
<v Speaker 1>gobbled by a ghost, he frowns before disappearing. So there's

0:39:39.120 --> 0:39:41.919
<v Speaker 1>the fact that he could smile and frowned apparently gives

0:39:42.000 --> 0:39:45.160
<v Speaker 1>him some personality. I think pac Man's got a personality

0:39:45.280 --> 0:39:48.960
<v Speaker 1>just all business. She's like, I got no time for smiling,

0:39:49.520 --> 0:39:52.640
<v Speaker 1>no time for frowning, died. There are pellets for chomping,

0:39:52.640 --> 0:39:55.680
<v Speaker 1>all right, I gotta I gotta end up chomping these pellets.

0:39:55.680 --> 0:39:57.960
<v Speaker 1>There there could be a tricycle that shows up at

0:39:57.960 --> 0:40:00.640
<v Speaker 1>some point that I need to eat. He very cautious,

0:40:00.680 --> 0:40:03.399
<v Speaker 1>you know, fruit keeps disappearing on I mean it might

0:40:03.400 --> 0:40:06.560
<v Speaker 1>be paranoid. I believe pac Man might be a little paranoid,

0:40:06.560 --> 0:40:08.200
<v Speaker 1>but maybe I'm reading too much. It might be you

0:40:08.280 --> 0:40:12.400
<v Speaker 1>might bet on pac Man here. Two. So this is

0:40:12.400 --> 0:40:15.480
<v Speaker 1>a very it's just fun to hear the way they

0:40:15.520 --> 0:40:17.040
<v Speaker 1>describe these games. They have to think of it in

0:40:17.040 --> 0:40:19.480
<v Speaker 1>the abstract, because this is partially, this is not partially.

0:40:19.520 --> 0:40:22.680
<v Speaker 1>This is very important to determine what parts of this

0:40:22.719 --> 0:40:25.680
<v Speaker 1>game can be protected by copyright and what part isn't.

0:40:25.760 --> 0:40:28.520
<v Speaker 1>Because again, if there's only one way to do something,

0:40:29.040 --> 0:40:31.600
<v Speaker 1>well it's like the meteor case. And if there's more

0:40:31.640 --> 0:40:35.239
<v Speaker 1>than one way, and I mean like in significant ways

0:40:35.239 --> 0:40:37.080
<v Speaker 1>it's more than one way to do something, well maybe

0:40:37.080 --> 0:40:40.359
<v Speaker 1>that's infringement. Yeah. So some of the things we need

0:40:40.400 --> 0:40:42.520
<v Speaker 1>to point out or some of the differences between these games,

0:40:42.520 --> 0:40:44.560
<v Speaker 1>because they sound like they're fairly similar. But there were

0:40:44.560 --> 0:40:49.000
<v Speaker 1>a lot of interesting differences between the two. One was

0:40:49.040 --> 0:40:52.840
<v Speaker 1>that in in pac Man, you have these hundreds of pellets,

0:40:53.320 --> 0:40:58.640
<v Speaker 1>presumably depending on depending upon how it's depicted. Obviously, the

0:40:58.680 --> 0:41:01.560
<v Speaker 1>Atari version was a lot more limited. The Atari home

0:41:01.640 --> 0:41:03.600
<v Speaker 1>game version was a lot more limited than the the

0:41:04.040 --> 0:41:09.200
<v Speaker 1>the Arcade version. But Casey Munchkin, they had twelve dots

0:41:09.200 --> 0:41:12.920
<v Speaker 1>per level. The dots could actually move through the maze, however,

0:41:13.040 --> 0:41:16.120
<v Speaker 1>so it gave an extra element of challenge. Plus in

0:41:16.160 --> 0:41:19.359
<v Speaker 1>the Casey Munchkin maze, there was one pathway that would

0:41:19.440 --> 0:41:22.120
<v Speaker 1>end with a dead end, so you had to be

0:41:22.160 --> 0:41:24.160
<v Speaker 1>careful if the dot was down there and you need

0:41:24.160 --> 0:41:26.439
<v Speaker 1>to retrieve it, you had to make sure you could

0:41:26.440 --> 0:41:29.160
<v Speaker 1>do so and get out before being trapped by a

0:41:29.160 --> 0:41:33.040
<v Speaker 1>ghost because there's no other way out. Um. It also

0:41:33.120 --> 0:41:39.040
<v Speaker 1>had a different different game options with Casey Munchkin, including

0:41:39.080 --> 0:41:42.920
<v Speaker 1>one that would turn the level invisible around you whenever

0:41:42.960 --> 0:41:45.080
<v Speaker 1>you moved, so you had to stay still, like if

0:41:45.080 --> 0:41:46.800
<v Speaker 1>you hit a if you hit a wall and you

0:41:46.800 --> 0:41:48.839
<v Speaker 1>couldn't move any further, you have to stop so that

0:41:48.960 --> 0:41:51.239
<v Speaker 1>it would show up and you could see whether you

0:41:51.239 --> 0:41:53.160
<v Speaker 1>could turn in a different direction or if you need

0:41:53.160 --> 0:41:56.160
<v Speaker 1>to back out or whatever, So that was also interesting.

0:41:57.360 --> 0:42:01.319
<v Speaker 1>They also talked about how the pellets would be the

0:42:01.360 --> 0:42:04.360
<v Speaker 1>power pellets in Casey Munchkin because there were power power

0:42:04.400 --> 0:42:06.239
<v Speaker 1>pellets in that as well. It also allowed you to

0:42:06.800 --> 0:42:09.480
<v Speaker 1>turn the tables on the ghosts the three ghosts in

0:42:09.680 --> 0:42:12.799
<v Speaker 1>Casey Munchkin versus the Foreign pact Man and chomp on

0:42:12.880 --> 0:42:15.960
<v Speaker 1>them for a short amount of time, but they were

0:42:16.160 --> 0:42:19.279
<v Speaker 1>randomly distributed among those twelve pellets as opposed to being

0:42:19.280 --> 0:42:21.719
<v Speaker 1>in the four corners like it was with pac Man.

0:42:22.680 --> 0:42:24.600
<v Speaker 1>Uh So, there were a lot of differences here, a

0:42:24.640 --> 0:42:27.560
<v Speaker 1>lot of In fact, I would argue there appear to

0:42:27.680 --> 0:42:32.920
<v Speaker 1>be more significant differences in the basic presentation of the

0:42:32.960 --> 0:42:36.600
<v Speaker 1>game than you saw with Asteroids versus Meteors. If you

0:42:36.640 --> 0:42:40.720
<v Speaker 1>were standing at an Asteroids cabinet and you were standing

0:42:40.760 --> 0:42:43.080
<v Speaker 1>next to a meteor cabinet there next to each other,

0:42:43.120 --> 0:42:45.919
<v Speaker 1>you just standing up front them, they would look really similar. Okay,

0:42:45.920 --> 0:42:48.799
<v Speaker 1>I'm not even kidding. They look extraordinarily similar obviously once

0:42:48.800 --> 0:42:50.799
<v Speaker 1>in collar, once in black and white. But if you

0:42:50.840 --> 0:42:55.040
<v Speaker 1>put Casey Munchkin versus pac Man, there is a distinct difference.

0:42:55.080 --> 0:42:57.840
<v Speaker 1>I mean even the actual maze when it comes to

0:42:57.880 --> 0:43:00.440
<v Speaker 1>the styling of the maze. Instead of a being this

0:43:00.640 --> 0:43:05.439
<v Speaker 1>kind of rounded, hollow kind of maze, you have these

0:43:05.600 --> 0:43:09.439
<v Speaker 1>very hard lines the purple, and you do that moving

0:43:09.480 --> 0:43:12.359
<v Speaker 1>corral in the middle. That's that sounds pretty interesting. And

0:43:12.400 --> 0:43:14.480
<v Speaker 1>then there is this the mention of the dots, like

0:43:14.520 --> 0:43:17.240
<v Speaker 1>you were saying that move in Casey Munchkin Versus Pacman,

0:43:17.239 --> 0:43:20.439
<v Speaker 1>which are stationary but there's this great line in here.

0:43:20.800 --> 0:43:23.040
<v Speaker 1>He says, you know, as the gobbler munches more dots,

0:43:23.080 --> 0:43:25.360
<v Speaker 1>the speed of the remaining dots progressively increases, and the

0:43:25.440 --> 0:43:27.360
<v Speaker 1>last dot moves at the same speed as the gobbler.

0:43:27.680 --> 0:43:30.279
<v Speaker 1>And the words of the district court, the last dot

0:43:30.480 --> 0:43:33.360
<v Speaker 1>cannot be caught by overtaking it. It must be munched

0:43:33.400 --> 0:43:38.600
<v Speaker 1>by strategy. So there's an actual that's a great line.

0:43:38.640 --> 0:43:40.239
<v Speaker 1>That's true. Though if you have if you have to

0:43:40.280 --> 0:43:42.520
<v Speaker 1>have the strategy elements, you don't have the exact same

0:43:42.560 --> 0:43:45.280
<v Speaker 1>thing in Pact Man. You have that double wrap around

0:43:45.280 --> 0:43:46.560
<v Speaker 1>maze where you can just leave for the right, show

0:43:46.600 --> 0:43:49.719
<v Speaker 1>up on the left. This this game is so far

0:43:49.960 --> 0:43:52.480
<v Speaker 1>it sounds very different. And as a student, I'm thinking, well,

0:43:52.520 --> 0:43:56.120
<v Speaker 1>clearly the Casey Munchkin ganned gang, it's going to be fine.

0:43:56.480 --> 0:44:00.400
<v Speaker 1>But nope, the court finds in favor of a and

0:44:00.480 --> 0:44:02.560
<v Speaker 1>you might say, well, how the heck can that happen.

0:44:03.440 --> 0:44:07.960
<v Speaker 1>So one of the elements that came to um Atari's

0:44:08.000 --> 0:44:11.200
<v Speaker 1>aid not on purpose, I mean, this was just something

0:44:11.239 --> 0:44:16.000
<v Speaker 1>that that ended up supporting Atari's argument was that when

0:44:16.000 --> 0:44:20.600
<v Speaker 1>you're looking at the implementation of a a maze chase game,

0:44:20.680 --> 0:44:24.759
<v Speaker 1>they actually categorized it as a maze chase game. The

0:44:24.840 --> 0:44:27.440
<v Speaker 1>court was able to look at other games that are

0:44:27.520 --> 0:44:31.759
<v Speaker 1>also within the category of maze chase games, but are

0:44:32.280 --> 0:44:37.160
<v Speaker 1>designed in a very different, distinct way from pac Man,

0:44:38.040 --> 0:44:41.959
<v Speaker 1>and so the argument could be made there are other

0:44:42.080 --> 0:44:47.200
<v Speaker 1>ways to depict this style of game without relying upon

0:44:47.239 --> 0:44:50.880
<v Speaker 1>the same basic design elements that pac Man used, and

0:44:52.040 --> 0:44:54.920
<v Speaker 1>that ended up being the crux of the argument, right,

0:44:54.960 --> 0:44:56.680
<v Speaker 1>I think it wasn't one of them. I think it's

0:44:56.719 --> 0:44:59.640
<v Speaker 1>a rally X was the name of the game, one

0:44:59.680 --> 0:45:04.280
<v Speaker 1>of the ones that they referenced. So, uh, they actually

0:45:04.320 --> 0:45:08.920
<v Speaker 1>said that because they the Casey Munchkin ended up copying

0:45:09.160 --> 0:45:12.000
<v Speaker 1>elements of pac Man that were integral to what pac

0:45:12.040 --> 0:45:16.480
<v Speaker 1>Man is. You know, it wasn't just uh, a facet

0:45:16.480 --> 0:45:18.880
<v Speaker 1>of pac Man. That didn't really matter. If that had

0:45:18.920 --> 0:45:20.960
<v Speaker 1>been the case, it might have gone a different way.

0:45:21.640 --> 0:45:25.960
<v Speaker 1>They said that it's it's fundamentally copying the what what

0:45:26.080 --> 0:45:28.759
<v Speaker 1>I guess you could argue is the essence of pac Man,

0:45:29.480 --> 0:45:34.319
<v Speaker 1>and that therefore, uh, this ended up being Atari had

0:45:34.320 --> 0:45:37.680
<v Speaker 1>a case, like a legitimate case against the Casey Munchkin game,

0:45:38.360 --> 0:45:41.400
<v Speaker 1>and they even said that, um, here's a quote. It

0:45:41.520 --> 0:45:45.719
<v Speaker 1>is enough that substantial parts were lifted. No plagiarists can

0:45:45.800 --> 0:45:48.759
<v Speaker 1>excuse the wrong by showing how much of his work

0:45:48.880 --> 0:45:52.000
<v Speaker 1>he did not pirate, which actually came from a previous case.

0:45:52.040 --> 0:45:56.319
<v Speaker 1>They used that as a precedent to state that it

0:45:56.360 --> 0:46:00.239
<v Speaker 1>doesn't matter if you have a lot of original work

0:46:00.760 --> 0:46:05.080
<v Speaker 1>that is surrounding a kernel, if that kernel has been

0:46:05.120 --> 0:46:08.520
<v Speaker 1>stolen from someone else, if it's a significant part of

0:46:08.600 --> 0:46:11.600
<v Speaker 1>someone else's work. And this starts to kind of creep

0:46:11.640 --> 0:46:14.640
<v Speaker 1>into the concept of fair use as well, because fair

0:46:14.719 --> 0:46:19.000
<v Speaker 1>use has elements in it where you're not just concerned

0:46:19.000 --> 0:46:22.680
<v Speaker 1>with how much was copied, but what was the nature

0:46:22.880 --> 0:46:26.719
<v Speaker 1>of the copied material. So, in other words, if i

0:46:26.840 --> 0:46:31.000
<v Speaker 1>As right something, and uh, and I end up copying

0:46:31.120 --> 0:46:33.920
<v Speaker 1>only a small amount of what i As has written,

0:46:33.960 --> 0:46:38.440
<v Speaker 1>it's I've written my own article. I'm not citing i

0:46:38.560 --> 0:46:41.280
<v Speaker 1>As so much as I am taking something he's written

0:46:41.280 --> 0:46:44.239
<v Speaker 1>and incorporating it within my own work. It may be

0:46:44.400 --> 0:46:47.759
<v Speaker 1>that I've only taken a couple of sentences from i As,

0:46:47.840 --> 0:46:49.799
<v Speaker 1>and you might think, well, that should be fair use

0:46:49.880 --> 0:46:52.600
<v Speaker 1>because it's a small amount. It's not, especially if i

0:46:52.680 --> 0:46:55.719
<v Speaker 1>As had published a very long piece from which I

0:46:55.800 --> 0:46:59.400
<v Speaker 1>took those couple of sentences. But if those couple of

0:46:59.440 --> 0:47:02.520
<v Speaker 1>sentences are at the very heart of what I as

0:47:02.600 --> 0:47:05.879
<v Speaker 1>was writing about, if that is instrumental in the point

0:47:05.960 --> 0:47:08.480
<v Speaker 1>he was making, a court might say, well, no, this

0:47:08.560 --> 0:47:11.520
<v Speaker 1>is a case of plagiarism. You're not. It doesn't matter

0:47:11.640 --> 0:47:14.440
<v Speaker 1>that it was two sentences. What matters is the nature

0:47:14.440 --> 0:47:16.560
<v Speaker 1>of what was written. And that was part of what

0:47:16.880 --> 0:47:19.520
<v Speaker 1>played into the court's decision in this case, saying that

0:47:19.960 --> 0:47:23.200
<v Speaker 1>the elements that were taken, while you can argue they

0:47:23.200 --> 0:47:27.280
<v Speaker 1>were augmented or tweaked or changed or enhanced or however

0:47:27.320 --> 0:47:31.000
<v Speaker 1>you want to put it, they are the crucial elements

0:47:31.000 --> 0:47:35.040
<v Speaker 1>of what makes pac Man pac Man. Yeah. One of

0:47:35.040 --> 0:47:37.920
<v Speaker 1>the other big things about this, like there, as you

0:47:37.920 --> 0:47:40.879
<v Speaker 1>were saying, you get copyright protection on lots of different things.

0:47:40.960 --> 0:47:42.799
<v Speaker 1>And if there's a couple of sentences you took for me,

0:47:42.840 --> 0:47:44.640
<v Speaker 1>and it's it's at the essence or it's the real

0:47:44.920 --> 0:47:47.480
<v Speaker 1>crux of what I've been writing, that could be taken

0:47:47.480 --> 0:47:49.800
<v Speaker 1>as plasireism. But there's a lot of things that aren't

0:47:49.880 --> 0:47:53.440
<v Speaker 1>taken as infringement that there's a illegal term for its.

0:47:53.480 --> 0:47:58.000
<v Speaker 1>It seems a fair it's basically having events that naturally

0:47:58.040 --> 0:48:00.440
<v Speaker 1>would follow, so if somebody decides to have of I

0:48:00.480 --> 0:48:03.040
<v Speaker 1>don't know, like, let's say a three part story arc

0:48:03.080 --> 0:48:04.920
<v Speaker 1>where you have like a guy and a girl and

0:48:04.920 --> 0:48:07.040
<v Speaker 1>they meet and act one and then the act two

0:48:07.080 --> 0:48:09.320
<v Speaker 1>they break up, and then act three they get back together.

0:48:10.680 --> 0:48:15.560
<v Speaker 1>You can't copyright that that structure, right, because that's that's

0:48:16.000 --> 0:48:18.120
<v Speaker 1>natural less seems like how things work. And if that

0:48:18.160 --> 0:48:20.359
<v Speaker 1>actually happened, they would only be like one rom com

0:48:20.520 --> 0:48:22.440
<v Speaker 1>right there, the only one romantic comedy that the only

0:48:22.520 --> 0:48:25.080
<v Speaker 1>ones ever existed, and it could never happen. Tom Hanks

0:48:25.080 --> 0:48:27.640
<v Speaker 1>would have been out of work in the late nineties exactly,

0:48:27.760 --> 0:48:30.040
<v Speaker 1>or he would be doing the reboot every two years

0:48:30.120 --> 0:48:32.640
<v Speaker 1>and they would re license it. Uh. And so the

0:48:33.120 --> 0:48:36.160
<v Speaker 1>scenes of pac Man, the things that would make sense

0:48:36.719 --> 0:48:39.600
<v Speaker 1>that anybody could copy is what the court was saying

0:48:39.600 --> 0:48:41.719
<v Speaker 1>here with certain things the maze and scoring table or

0:48:41.719 --> 0:48:44.239
<v Speaker 1>standard game devices, So anybody can have a maze and

0:48:44.480 --> 0:48:47.680
<v Speaker 1>scoring table, nothing wrong with that. The tunnel exits are

0:48:47.800 --> 0:48:51.280
<v Speaker 1>nothing more than commonly used wraparound concept adapted to amaze

0:48:51.360 --> 0:48:54.360
<v Speaker 1>chase games. That's fine. You want to use dots, that's fine.

0:48:54.960 --> 0:48:59.120
<v Speaker 1>And the real problem here was the fans offul creations

0:48:59.440 --> 0:49:03.960
<v Speaker 1>pac Man and ghosts that they're this gobbling character that

0:49:04.239 --> 0:49:08.400
<v Speaker 1>just like wanders around popping pills and being chased by ghosts.

0:49:09.040 --> 0:49:11.439
<v Speaker 1>This starting to sound like an episode of Breaking Bad.

0:49:12.760 --> 0:49:17.480
<v Speaker 1>This particular implementation this expression is pac Man. This is

0:49:17.840 --> 0:49:20.279
<v Speaker 1>you could do anything. Riley X is a car game.

0:49:20.520 --> 0:49:22.400
<v Speaker 1>Do you have a car running around and it's probably

0:49:22.400 --> 0:49:25.440
<v Speaker 1>trying to pick up some kind of points based item,

0:49:25.480 --> 0:49:27.959
<v Speaker 1>maybe it's gas canisters or whatever. The heck, you would

0:49:27.960 --> 0:49:30.759
<v Speaker 1>have never play their pellets pellets as well. I had

0:49:30.800 --> 0:49:33.319
<v Speaker 1>that game as well. So you've got pellets. But and

0:49:33.320 --> 0:49:35.279
<v Speaker 1>you're gonna have a scoring table on the top left.

0:49:35.480 --> 0:49:38.080
<v Speaker 1>Nobody's saying you can't have a scoring table my scoring

0:49:38.120 --> 0:49:39.600
<v Speaker 1>table in the middle of the screen where so you

0:49:39.600 --> 0:49:42.840
<v Speaker 1>can't see it. That'd be ridiculous. There's lots of different

0:49:42.840 --> 0:49:47.319
<v Speaker 1>elements that you can do in a similar game. But

0:49:48.280 --> 0:49:50.520
<v Speaker 1>if you're just a ghost, that's not ghosts. If you're

0:49:50.560 --> 0:49:53.800
<v Speaker 1>if you're a gobbler, you better look a little different

0:49:54.040 --> 0:49:56.440
<v Speaker 1>as a gobbler. That's basically the point. And the monster,

0:49:56.640 --> 0:49:59.200
<v Speaker 1>the monster is coming after you better not be ghost

0:49:59.320 --> 0:50:03.040
<v Speaker 1>monsters if you If if those elements are similar enough

0:50:03.080 --> 0:50:06.120
<v Speaker 1>to pac Man, then it's very hard for you to

0:50:06.160 --> 0:50:09.040
<v Speaker 1>make a commencing argument that you weren't copying pac Man.

0:50:09.640 --> 0:50:11.719
<v Speaker 1>This could be a Frankenstein game, right, You can Frankenstein's

0:50:11.719 --> 0:50:13.960
<v Speaker 1>monster running around he's trying to get pellets or I

0:50:13.960 --> 0:50:15.759
<v Speaker 1>don't know, other body parts might be a little bit

0:50:15.800 --> 0:50:19.000
<v Speaker 1>disturbing at that level of game, being chased by villagers.

0:50:19.400 --> 0:50:22.640
<v Speaker 1>That would be effectively similar. Right. It sounds like a

0:50:22.680 --> 0:50:25.520
<v Speaker 1>pac Man game to me, but the expression is very different. Now,

0:50:25.520 --> 0:50:28.600
<v Speaker 1>granted it would require all kinds of other licenses. Potentially,

0:50:29.040 --> 0:50:30.680
<v Speaker 1>Uh if if there was a movie out at the

0:50:30.719 --> 0:50:33.240
<v Speaker 1>time or whatever is going on, and the court's like, listen,

0:50:33.239 --> 0:50:36.960
<v Speaker 1>this is going to cause Atari a reparable harm. Atari

0:50:37.000 --> 0:50:39.080
<v Speaker 1>doesn't even have the game out, and you have something

0:50:39.080 --> 0:50:43.200
<v Speaker 1>that looks just like, well, it's something that's the very

0:50:43.280 --> 0:50:45.319
<v Speaker 1>very similar to the point where there is infringement. You're

0:50:45.320 --> 0:50:49.520
<v Speaker 1>infringing on Atari's copyright. If they don't have this game stopped,

0:50:50.040 --> 0:50:52.640
<v Speaker 1>they're gonna lose market share. But this could be damaging.

0:50:52.640 --> 0:50:54.880
<v Speaker 1>And the court makes mention it's kind of funny to

0:50:54.880 --> 0:50:57.600
<v Speaker 1>even read something like this. They know the Odyssey games

0:50:57.640 --> 0:51:01.960
<v Speaker 1>cannot be played in an Atari, nor vice persa like, well, yeah,

0:51:02.000 --> 0:51:04.160
<v Speaker 1>of course not. But this was a concept that was

0:51:04.200 --> 0:51:06.000
<v Speaker 1>kind of important because if it's are you wasn't losing

0:51:06.000 --> 0:51:08.880
<v Speaker 1>sales of its console, that would be very different, actually

0:51:08.920 --> 0:51:11.680
<v Speaker 1>might be a little different. But in this case that look,

0:51:11.920 --> 0:51:14.080
<v Speaker 1>you can't sell this game right now because you're causing

0:51:14.120 --> 0:51:16.560
<v Speaker 1>them huge harm. And I guess sent back to the

0:51:16.560 --> 0:51:20.399
<v Speaker 1>lower court to follow along with this to issue the injunction. Yeah,

0:51:20.440 --> 0:51:23.640
<v Speaker 1>and in fact, here's another quote from the court finding

0:51:23.680 --> 0:51:27.719
<v Speaker 1>which does not necessarily put gamers in a very good light.

0:51:28.040 --> 0:51:32.719
<v Speaker 1>It's kind of a backhanded comment. Video games, unlike an

0:51:32.840 --> 0:51:37.120
<v Speaker 1>artist's painting or even other audio visual works, appealed to

0:51:37.160 --> 0:51:42.040
<v Speaker 1>an audience that is fairly undiscriminating insofar as their concern

0:51:42.200 --> 0:51:46.719
<v Speaker 1>about more subtle differences in artistic expression. The main attraction

0:51:46.760 --> 0:51:49.200
<v Speaker 1>of a game such as Pac Man lies in the

0:51:49.239 --> 0:51:53.319
<v Speaker 1>stimulation provided by the intensity of the competition. A person

0:51:53.360 --> 0:51:56.640
<v Speaker 1>who is entranced by the play of the game quote

0:51:56.800 --> 0:52:00.520
<v Speaker 1>would be disposed to overlook end quote. Many of the

0:52:00.560 --> 0:52:04.880
<v Speaker 1>minor differences in detail and quote regard their aesthetic appeal

0:52:05.000 --> 0:52:09.400
<v Speaker 1>as the same. End quote. That does sound very damning

0:52:09.520 --> 0:52:12.920
<v Speaker 1>to the general video game playing public. Of two like

0:52:13.000 --> 0:52:15.600
<v Speaker 1>you guys, don't you guys don't care about the details.

0:52:15.680 --> 0:52:18.080
<v Speaker 1>You just want the feeling you get when you play

0:52:18.120 --> 0:52:22.080
<v Speaker 1>a game like this. Well, I mean, as you were

0:52:22.120 --> 0:52:24.000
<v Speaker 1>reading that back, and I've seen that line a bunch

0:52:24.040 --> 0:52:25.600
<v Speaker 1>of times, it just struck me. Now, you know, the

0:52:25.640 --> 0:52:30.359
<v Speaker 1>whole think about everything that people when when Apple gets

0:52:30.400 --> 0:52:33.160
<v Speaker 1>upset of people, they're like, hey, look, you're copying our

0:52:33.239 --> 0:52:35.759
<v Speaker 1>stuff and they're not going to care that it's not us.

0:52:35.880 --> 0:52:38.080
<v Speaker 1>That's effectively the same argument, isn't it. They're saying, wait

0:52:38.080 --> 0:52:40.200
<v Speaker 1>a minute, wait a minute, they're going to buy your

0:52:40.239 --> 0:52:41.840
<v Speaker 1>thing because it looks like my thing, and then they

0:52:41.880 --> 0:52:44.839
<v Speaker 1>don't really care that it's actually ours, And effectively it's

0:52:44.880 --> 0:52:47.239
<v Speaker 1>the same argument that the court says there, although it

0:52:47.320 --> 0:52:52.719
<v Speaker 1>does seriously sound patronizing. Yeah, the undiscriminating the one I

0:52:52.800 --> 0:52:54.839
<v Speaker 1>want to say, the unwashed masses who play video games

0:52:54.840 --> 0:53:01.279
<v Speaker 1>and the pizza parlors can't appreciate you can't appreciate kids.

0:53:01.320 --> 0:53:03.720
<v Speaker 1>So another another thing that I think is kind of funny.

0:53:03.760 --> 0:53:07.799
<v Speaker 1>It's it's sort of um uh, you know, tragically ironic

0:53:08.280 --> 0:53:13.040
<v Speaker 1>when you get down to it. Is Ultimately, Atari's pac

0:53:13.080 --> 0:53:16.600
<v Speaker 1>Man version for the was awful, and it is often

0:53:16.680 --> 0:53:20.520
<v Speaker 1>cited as one of the many reasons why the company

0:53:20.760 --> 0:53:26.480
<v Speaker 1>suffered so much, h so many setbacks, Bree and partly

0:53:26.600 --> 0:53:29.400
<v Speaker 1>why the video game crash, the home video game crash

0:53:30.080 --> 0:53:33.600
<v Speaker 1>three happened, it was that they had spent a lot

0:53:33.640 --> 0:53:37.760
<v Speaker 1>of money two create this pac Man game. They rushed

0:53:37.800 --> 0:53:40.280
<v Speaker 1>it so that they could get it out in time

0:53:40.320 --> 0:53:43.520
<v Speaker 1>for the Christmas season. It came out, and it was

0:53:43.760 --> 0:53:47.319
<v Speaker 1>a huge letdown because it was such a pale comparison

0:53:47.400 --> 0:53:53.280
<v Speaker 1>to the arcade experience that it was the actual pac

0:53:53.320 --> 0:53:57.319
<v Speaker 1>Man game that Attari made ultimately is what damaged the

0:53:57.360 --> 0:54:03.439
<v Speaker 1>company's actual, uh you know, um reputation. It wasn't that

0:54:03.840 --> 0:54:07.239
<v Speaker 1>some other game company created a game like pac Man

0:54:07.360 --> 0:54:11.560
<v Speaker 1>and that damaged Attari's reputation. It was Atari's own actions

0:54:11.640 --> 0:54:15.359
<v Speaker 1>that ultimately damaged its reputation. Now that is immaterial for

0:54:15.400 --> 0:54:18.200
<v Speaker 1>this case, has nothing to do with this case. It's

0:54:18.239 --> 0:54:21.960
<v Speaker 1>just an interesting little side note. I'm very curious if

0:54:22.960 --> 0:54:24.520
<v Speaker 1>I have to look this up. I should have looked

0:54:24.520 --> 0:54:27.160
<v Speaker 1>this up before this show. If Atari ever tried to

0:54:27.200 --> 0:54:31.000
<v Speaker 1>reach out to Phillips after they saw the progress of

0:54:31.000 --> 0:54:33.399
<v Speaker 1>the pac Man game where they have dashes instead of dots,

0:54:33.400 --> 0:54:36.120
<v Speaker 1>it's like, clearly average. When he's making his game for Phillips,

0:54:36.120 --> 0:54:37.960
<v Speaker 1>he knows how to put dots there, So I don't

0:54:38.000 --> 0:54:39.920
<v Speaker 1>know why pac Man didn't have it. Just kind of

0:54:39.920 --> 0:54:42.600
<v Speaker 1>curious why they weren't, like, hey, buddy, how about we

0:54:42.640 --> 0:54:46.120
<v Speaker 1>give you a license now ours looks horrible. We're really

0:54:46.160 --> 0:54:48.759
<v Speaker 1>sorry about that whole doing you thing. Yeah, maybe we'll

0:54:49.239 --> 0:54:53.120
<v Speaker 1>have Casey Munchkin come on over and be renamed pac

0:54:53.120 --> 0:54:57.879
<v Speaker 1>Man for the at and yeah, and also here's something

0:54:57.920 --> 0:55:02.279
<v Speaker 1>else those I'm kind of curious about. So we we

0:55:02.520 --> 0:55:06.319
<v Speaker 1>established in the Asteroids versus Meteor's case, the court had

0:55:06.360 --> 0:55:11.000
<v Speaker 1>decided that the expression of the idea was limited to

0:55:12.000 --> 0:55:15.400
<v Speaker 1>the version that was in both games, and that therefore

0:55:15.840 --> 0:55:19.479
<v Speaker 1>the copyright claim did not hold up, or at least

0:55:19.480 --> 0:55:22.600
<v Speaker 1>did not. It wasn't an infringement because the expression was

0:55:22.719 --> 0:55:26.120
<v Speaker 1>limited by what we could do, and that in the

0:55:26.160 --> 0:55:30.560
<v Speaker 1>pac Man versus the Casey Munchkin one, it was different

0:55:30.560 --> 0:55:33.080
<v Speaker 1>in that the expression of the idea could have taken

0:55:33.440 --> 0:55:37.760
<v Speaker 1>different forms, as evidenced by these other Maze Chase games,

0:55:38.360 --> 0:55:43.440
<v Speaker 1>and therefore the claim of copyright infringement was valid. What

0:55:43.560 --> 0:55:47.320
<v Speaker 1>I wonder is that if there had been a game,

0:55:47.640 --> 0:55:52.120
<v Speaker 1>no matter how primitive, that had a similar premise to Asteroids,

0:55:52.160 --> 0:55:56.120
<v Speaker 1>and that you are commanding a spaceship through an asteroid belt,

0:55:56.560 --> 0:55:59.560
<v Speaker 1>and there are also enemy spaceships, and you have to

0:55:59.600 --> 0:56:02.759
<v Speaker 1>avoid both the asteroids and the enemies. But it was

0:56:02.800 --> 0:56:06.560
<v Speaker 1>in a different a different style, like let's say it

0:56:06.680 --> 0:56:10.640
<v Speaker 1>isn't that first person view where you're inside a cockpit

0:56:10.760 --> 0:56:13.560
<v Speaker 1>and you're seeing the asteroids from the point of view

0:56:13.680 --> 0:56:17.360
<v Speaker 1>of the spaceship, and maybe you have some other elements

0:56:17.360 --> 0:56:20.080
<v Speaker 1>in the game that can alert you if if another

0:56:20.640 --> 0:56:25.200
<v Speaker 1>craft is either approaching you or there's a an asteroid

0:56:25.200 --> 0:56:27.360
<v Speaker 1>that's heading towards you, so that you can maneuver the

0:56:27.360 --> 0:56:29.839
<v Speaker 1>ship out of the way and turn and fire on it.

0:56:30.200 --> 0:56:32.439
<v Speaker 1>If that had been the case, then the court would

0:56:32.520 --> 0:56:36.360
<v Speaker 1>be able to say, well, wait this, these two games

0:56:36.640 --> 0:56:40.399
<v Speaker 1>have the same basic premise of navigating a ship through

0:56:40.480 --> 0:56:44.480
<v Speaker 1>asteroids firing an enemy spacecraft, but have two very different

0:56:44.560 --> 0:56:48.600
<v Speaker 1>means of expression. In that case, I would imagine the

0:56:48.600 --> 0:56:51.719
<v Speaker 1>court would have had to have found Meteors guilty of

0:56:51.760 --> 0:56:57.720
<v Speaker 1>copyright infringement. Maybe not. And if Meteors is if okay,

0:56:57.760 --> 0:57:00.000
<v Speaker 1>there's how many different ways you can you show it?

0:57:00.000 --> 0:57:02.120
<v Speaker 1>You're saying the first person version. If you go first person,

0:57:02.600 --> 0:57:04.799
<v Speaker 1>you still have a field of rocks coming at you,

0:57:05.000 --> 0:57:06.879
<v Speaker 1>be yours asteroids whatever you want to call them, space

0:57:06.920 --> 0:57:09.719
<v Speaker 1>debris still coming at you. So you can even see

0:57:09.760 --> 0:57:12.040
<v Speaker 1>these two games is fictional game we're making up now

0:57:12.560 --> 0:57:15.520
<v Speaker 1>that one could be sued based on the concept of, Hey,

0:57:15.640 --> 0:57:19.000
<v Speaker 1>you're taking our concept. People are not going to be discriminating.

0:57:19.000 --> 0:57:22.880
<v Speaker 1>You're you're in a field. You're taking on asteroids. That's asteroids. Man,

0:57:22.920 --> 0:57:26.439
<v Speaker 1>you're taking our game. So I'm I don't know if

0:57:26.680 --> 0:57:28.760
<v Speaker 1>the case would have been decided differently because it's also

0:57:29.480 --> 0:57:32.200
<v Speaker 1>it's so early. I don't think the court might have

0:57:32.200 --> 0:57:34.680
<v Speaker 1>had the foresight to even think of a first person

0:57:34.800 --> 0:57:37.640
<v Speaker 1>experience in general. And you're talking about a primitive version

0:57:37.680 --> 0:57:39.840
<v Speaker 1>if it if it's so primitive that you have like

0:57:40.480 --> 0:57:44.440
<v Speaker 1>several lines to depict the cockpit, I'm just thinking, like, like,

0:57:44.480 --> 0:57:47.000
<v Speaker 1>what star Fox, that's a game that basically is that, right,

0:57:47.000 --> 0:57:49.960
<v Speaker 1>it's if you're like a primitive star Fox. Would that

0:57:50.040 --> 0:57:52.400
<v Speaker 1>have worked. I'm just very curious because when I saw

0:57:52.480 --> 0:57:54.680
<v Speaker 1>this case way back when, the first thing I thought

0:57:54.680 --> 0:57:56.560
<v Speaker 1>of was Our Type, I don't know if you played

0:57:56.600 --> 0:57:58.720
<v Speaker 1>Our Type as a game, I'm like, that's like asteroids

0:57:58.840 --> 0:58:02.760
<v Speaker 1>accept it. So it's roller and they have awesome alien ships,

0:58:03.080 --> 0:58:05.240
<v Speaker 1>and actually it's kind of the same game. After I

0:58:05.240 --> 0:58:08.240
<v Speaker 1>started thinking about it, well, yeah, I think, I mean,

0:58:08.400 --> 0:58:11.800
<v Speaker 1>if you could successfully make the argument of oh, sure,

0:58:11.880 --> 0:58:15.520
<v Speaker 1>we have the same idea as asteroids, but our version

0:58:15.760 --> 0:58:18.920
<v Speaker 1>is a completely different expression of that idea than I

0:58:18.960 --> 0:58:23.920
<v Speaker 1>think you could follow into the category that Meteors ultimately

0:58:23.960 --> 0:58:27.440
<v Speaker 1>fell into, um that you well, except well no, in

0:58:27.840 --> 0:58:29.480
<v Speaker 1>that case, actually you would say that you weren't. You

0:58:29.520 --> 0:58:32.480
<v Speaker 1>weren't infringing upon copyright at all, because you had you

0:58:32.520 --> 0:58:35.000
<v Speaker 1>had taken you know, you can't copyright that original idea.

0:58:35.160 --> 0:58:37.920
<v Speaker 1>So therefore, like your expression of that idea and our

0:58:37.920 --> 0:58:41.680
<v Speaker 1>expression of this idea are so fundamentally different from one

0:58:41.680 --> 0:58:45.080
<v Speaker 1>another that there's no copyright infringement, that these are two

0:58:45.200 --> 0:58:49.200
<v Speaker 1>very different game experiences that call upon the same thing.

0:58:49.200 --> 0:58:53.360
<v Speaker 1>Because otherwise the maze chase games, whichever one came first,

0:58:53.440 --> 0:58:56.320
<v Speaker 1>would be able to claim copyright infringement on all the others.

0:58:56.360 --> 0:59:00.160
<v Speaker 1>It wouldn't matter if the design was a call are

0:59:00.200 --> 0:59:03.600
<v Speaker 1>instead of a gobbler, because you're saying, well, it's the

0:59:03.600 --> 0:59:08.200
<v Speaker 1>exact same experience. You're you're navigating a piece through a

0:59:08.240 --> 0:59:14.160
<v Speaker 1>maze being chased down by enemies. I mean, because this

0:59:14.240 --> 0:59:16.040
<v Speaker 1>is the kind of stuff that drives me nuts about

0:59:16.040 --> 0:59:23.480
<v Speaker 1>copyright cases because it almost seems arbitrary. Uh, when you

0:59:23.560 --> 0:59:26.360
<v Speaker 1>go case by case like this and say, well, the

0:59:26.680 --> 0:59:28.920
<v Speaker 1>logic that's being applied in this one case seems like

0:59:29.000 --> 0:59:31.720
<v Speaker 1>it's not being applied in this other case. Now, in

0:59:31.760 --> 0:59:34.880
<v Speaker 1>the ones we've talked about, I understand the perspectives, and

0:59:34.880 --> 0:59:37.680
<v Speaker 1>I even agree to a certain extent, especially putting myself

0:59:37.760 --> 0:59:40.720
<v Speaker 1>in the place of the time right and the limitations

0:59:40.720 --> 0:59:43.960
<v Speaker 1>of the technology, but it still is one of the

0:59:44.040 --> 0:59:47.280
<v Speaker 1>things that can be a real head scratcher. And ultimately,

0:59:47.400 --> 0:59:50.200
<v Speaker 1>law is something that people have made, so therefore it

0:59:50.320 --> 0:59:52.960
<v Speaker 1>is going to have the same sort of limitations and

0:59:53.000 --> 0:59:56.640
<v Speaker 1>failings as people. Yeah, this has to be applied ad hoc.

0:59:56.840 --> 0:59:58.800
<v Speaker 1>That's the way this is supposed to be in And

0:59:59.160 --> 1:00:02.120
<v Speaker 1>I joined you in the in the confusion slash rage.

1:00:02.120 --> 1:00:03.840
<v Speaker 1>When I first saw this, I was just like, I

1:00:03.880 --> 1:00:06.280
<v Speaker 1>don't understand how this can be. And the fun thing

1:00:06.360 --> 1:00:09.360
<v Speaker 1>about law is that you have to make both of

1:00:09.400 --> 1:00:13.840
<v Speaker 1>these things that seemed completely opposite. You have to somehow

1:00:13.880 --> 1:00:16.680
<v Speaker 1>harmonize them. When you figure out how to harmonize them,

1:00:16.880 --> 1:00:18.720
<v Speaker 1>that's how you're building your rules. When it comes to

1:00:18.760 --> 1:00:20.600
<v Speaker 1>all of this stuff. So the only way this really

1:00:20.600 --> 1:00:24.000
<v Speaker 1>works is saying, okay, there's These are two different examples

1:00:24.000 --> 1:00:27.800
<v Speaker 1>of the idea expression unity. Is there an idea expression

1:00:27.880 --> 1:00:31.480
<v Speaker 1>unity when it comes to meteors? Yes? Is that the

1:00:31.520 --> 1:00:34.520
<v Speaker 1>case when it comes to pac Man? No? Because this

1:00:34.560 --> 1:00:37.120
<v Speaker 1>is where the line is. Even though these games looked

1:00:37.240 --> 1:00:40.840
<v Speaker 1>very different, I thought from just a they called it

1:00:40.920 --> 1:00:43.480
<v Speaker 1>an ordinary observer point of view. To me, that just

1:00:43.480 --> 1:00:45.240
<v Speaker 1>seems like any human being to take a look at it.

1:00:45.280 --> 1:00:47.919
<v Speaker 1>They don't actually want you to dissect things either, which

1:00:47.960 --> 1:00:50.200
<v Speaker 1>is kind of an interesting idea. If you just looked

1:00:50.240 --> 1:00:52.400
<v Speaker 1>at them, you wouldn't think Casey Munchkin is the same

1:00:52.440 --> 1:00:54.880
<v Speaker 1>name as pac Man. It's just it. You wouldn't be

1:00:54.960 --> 1:00:58.200
<v Speaker 1>that confused. But you would say asteroids and meteors are

1:00:58.200 --> 1:01:01.440
<v Speaker 1>the same. But this, this is just the way this

1:01:01.480 --> 1:01:05.080
<v Speaker 1>stuff turned out over time, because otherwise we would never

1:01:05.120 --> 1:01:09.480
<v Speaker 1>have things like Mario and Sonic and Bunk Like. They're

1:01:09.520 --> 1:01:12.720
<v Speaker 1>all side scrollers right there, all this this little cute

1:01:12.720 --> 1:01:15.760
<v Speaker 1>mascot character. They get powered up. They're collecting something of

1:01:15.880 --> 1:01:19.040
<v Speaker 1>some sort. Once got rings, once got coins. How are

1:01:19.040 --> 1:01:21.240
<v Speaker 1>they getting about it? Once breaking it with his hand

1:01:21.280 --> 1:01:23.440
<v Speaker 1>above his head. Another one is breaking it as he

1:01:23.520 --> 1:01:26.400
<v Speaker 1>spins into a ball. The fact that they're expressed so

1:01:26.480 --> 1:01:29.920
<v Speaker 1>differently is actually important, because if we don't have that,

1:01:29.960 --> 1:01:31.560
<v Speaker 1>we would just have a bunch of clone games where

1:01:31.600 --> 1:01:34.360
<v Speaker 1>they Okay, here's your plumber. I mean, I guess the question.

1:01:34.360 --> 1:01:36.360
<v Speaker 1>I would love to see that lawsuit of somebody breaking

1:01:36.360 --> 1:01:39.040
<v Speaker 1>down Super Mario. It's like, okay, how how many ways

1:01:39.080 --> 1:01:45.360
<v Speaker 1>can you express an avenging plumber? Only one good one?

1:01:46.080 --> 1:01:48.920
<v Speaker 1>It's the only one good one. But yeah, this was

1:01:49.120 --> 1:01:51.200
<v Speaker 1>a lot of fun to look into. It was definitely

1:01:51.240 --> 1:01:54.480
<v Speaker 1>outside of my normal zone. So I gotta thank you

1:01:54.560 --> 1:01:57.280
<v Speaker 1>I as for for joining me, and not just joining me,

1:01:57.360 --> 1:02:00.920
<v Speaker 1>but for being the one to suggest these two cases

1:02:00.920 --> 1:02:04.480
<v Speaker 1>in particular as the subject for this episode, because it

1:02:04.480 --> 1:02:07.480
<v Speaker 1>turned out to be a really fascinating kind of discussion,

1:02:07.560 --> 1:02:12.800
<v Speaker 1>both of the the legal status of video games and

1:02:13.280 --> 1:02:17.840
<v Speaker 1>just the weird mind bending logic you have to apply

1:02:17.920 --> 1:02:20.560
<v Speaker 1>when it comes to copyright. Well, thanks for having me.

1:02:20.600 --> 1:02:23.000
<v Speaker 1>And I probably was influenced by listening to the HR

1:02:23.200 --> 1:02:25.200
<v Speaker 1>three partner because I was like, oh, that's the bizarre

1:02:25.360 --> 1:02:27.760
<v Speaker 1>all right there? Game kind of sucked. Never minded these cases,

1:02:28.080 --> 1:02:30.600
<v Speaker 1>the two cases that drove me insane. Here they are

1:02:30.640 --> 1:02:34.560
<v Speaker 1>and they brought it back, these these these horrible ideas.

1:02:35.040 --> 1:02:36.480
<v Speaker 1>And one of the reasons why I never went into

1:02:36.640 --> 1:02:40.360
<v Speaker 1>intellectual property law as an aside was because of cases

1:02:40.440 --> 1:02:43.400
<v Speaker 1>like this. It was some of it does seem arbitrary

1:02:43.680 --> 1:02:47.440
<v Speaker 1>and it could drive a person crazy. So I decided

1:02:47.920 --> 1:02:50.320
<v Speaker 1>I don't feel like doing that and ended up on

1:02:50.360 --> 1:02:54.720
<v Speaker 1>this podcast today, and and now here we are. So

1:02:55.240 --> 1:02:58.240
<v Speaker 1>I as an I plan on doing another episode about

1:02:58.720 --> 1:03:02.280
<v Speaker 1>a lawsuit in tech, specifically actually a series of lawsuits

1:03:02.960 --> 1:03:06.560
<v Speaker 1>the the we mentioned it earlier, the Apple Samsung battles,

1:03:07.120 --> 1:03:10.120
<v Speaker 1>and we were originally going to include that in our

1:03:10.160 --> 1:03:12.840
<v Speaker 1>discussion today, but then it just it was it became

1:03:12.880 --> 1:03:16.160
<v Speaker 1>obvious very early on that that would have been we

1:03:16.200 --> 1:03:21.080
<v Speaker 1>would have been either super truncating all the discussion and

1:03:21.120 --> 1:03:25.120
<v Speaker 1>thus not really illustrating anything useful, or it would go

1:03:25.160 --> 1:03:27.160
<v Speaker 1>on so long that it would have had to have

1:03:27.200 --> 1:03:30.360
<v Speaker 1>been split up into multiple episodes. Anyway, So I AS

1:03:30.440 --> 1:03:33.360
<v Speaker 1>is going to come back at a later date that

1:03:33.400 --> 1:03:35.560
<v Speaker 1>we will have to determine when our schedules will allow

1:03:35.640 --> 1:03:37.880
<v Speaker 1>us to do this again. Uh, and what we will

1:03:37.880 --> 1:03:40.040
<v Speaker 1>talk about that We've already started the notes on that,

1:03:40.160 --> 1:03:43.880
<v Speaker 1>so they the I guess the way of depending on

1:03:43.920 --> 1:03:46.600
<v Speaker 1>how you look at it. The nice thing about that

1:03:46.720 --> 1:03:53.680
<v Speaker 1>story is it's still developing from the from now. It's

1:03:53.680 --> 1:03:56.400
<v Speaker 1>an ongoing war that and the funny thing about it

1:03:56.440 --> 1:03:58.560
<v Speaker 1>is still as an aside is the fact that they

1:03:58.640 --> 1:04:03.040
<v Speaker 1>are partners in a number of ventures when it comes

1:04:03.080 --> 1:04:07.200
<v Speaker 1>to components inside of iPhones, of Apple devices, etcetera. The

1:04:07.240 --> 1:04:10.240
<v Speaker 1>fact that Samsung is their partner in some degrees, and

1:04:10.280 --> 1:04:13.040
<v Speaker 1>also they're stabbing their partner. It's just a very strange

1:04:13.040 --> 1:04:15.520
<v Speaker 1>concept of like, hey, I love you, now let me

1:04:15.600 --> 1:04:17.800
<v Speaker 1>kill you. It's what they both are doing. Yeah, and

1:04:17.800 --> 1:04:21.040
<v Speaker 1>and they're they're fairly recent developments on that front as well,

1:04:21.080 --> 1:04:26.640
<v Speaker 1>with Apple looking into potential other microchip processors that kind

1:04:26.680 --> 1:04:30.800
<v Speaker 1>of are are manufacturers rather and and other component manufacturers

1:04:31.160 --> 1:04:33.920
<v Speaker 1>and kind of getting away from some of the Samsung stuff.

1:04:34.440 --> 1:04:37.880
<v Speaker 1>So that I'm sure that has no I'm sure it

1:04:37.920 --> 1:04:41.120
<v Speaker 1>has to do with a lot of different factors, one

1:04:41.120 --> 1:04:44.800
<v Speaker 1>of them being the massive number of lawsuits between the two.

1:04:45.040 --> 1:04:46.920
<v Speaker 1>So we will talk about that at a on a

1:04:46.960 --> 1:04:50.560
<v Speaker 1>future episode of tech Stuff. I as thank you once

1:04:50.600 --> 1:04:54.520
<v Speaker 1>again for joining me. Where can people find your stuff?

1:04:55.120 --> 1:04:58.000
<v Speaker 1>You can find my stuff easiest is on Twitter, Twitter

1:04:58.040 --> 1:05:00.360
<v Speaker 1>dot com slash I S. That's I y a Zy.

1:05:01.120 --> 1:05:03.640
<v Speaker 1>I'm not the singer that is at I S Live.

1:05:04.240 --> 1:05:06.439
<v Speaker 1>If you want to go find him. You can also

1:05:06.480 --> 1:05:08.080
<v Speaker 1>find my work at seen dot dot com. I'm doing

1:05:08.120 --> 1:05:10.120
<v Speaker 1>a couple of shows here. I also do a fun

1:05:10.200 --> 1:05:14.160
<v Speaker 1>show with Jonathan Strickland and Eric Sandean called Podcast Without Pretense,

1:05:14.160 --> 1:05:17.640
<v Speaker 1>available at GQ network dot com. So I'm everywhere, and

1:05:17.720 --> 1:05:20.280
<v Speaker 1>it's so fun to be a part of this show

1:05:20.320 --> 1:05:24.280
<v Speaker 1>again because this was a trip down memory lane. Yeah yeah,

1:05:24.360 --> 1:05:28.000
<v Speaker 1>and it'll help make up for how painful the Samsung

1:05:28.040 --> 1:05:31.040
<v Speaker 1>Apple one will be because that's just a I mean,

1:05:31.160 --> 1:05:33.520
<v Speaker 1>there's just a whole bunch of good old fashioned hayte

1:05:33.520 --> 1:05:36.880
<v Speaker 1>in that episode. Well, guys, if you want to get

1:05:36.920 --> 1:05:40.160
<v Speaker 1>in touch with me and suggest future topics for episodes,

1:05:40.560 --> 1:05:44.280
<v Speaker 1>or even a guest host or someone I should interview,

1:05:45.000 --> 1:05:48.000
<v Speaker 1>please drop me a line let me know what you think.

1:05:48.240 --> 1:05:51.840
<v Speaker 1>The address is tech stuff at how stuff Works dot com,

1:05:51.960 --> 1:05:54.640
<v Speaker 1>or you can send me a message on Twitter or

1:05:54.720 --> 1:05:57.280
<v Speaker 1>Facebook or Tumbler. They handled all three of those. Is

1:05:57.360 --> 1:06:00.480
<v Speaker 1>text stuff h s W and we you will talk

1:06:00.480 --> 1:06:09.600
<v Speaker 1>to you again really soon for more on this and

1:06:09.640 --> 1:06:12.240
<v Speaker 1>thousands of other topics. Because at how Stuff Works dot

1:06:12.240 --> 1:06:21.800
<v Speaker 1>com