Data East USA, Inc. V. Epyx, Inc.
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''Data East USA, Inc. v. Epyx, Inc.'' 862 F.2d 204, 9 U.S.P.Q.2d (BNA) 1322 (9th Cir. 1988) was a court case between two video game manufacturers, where
Data East , also abbreviated as DECO, was a Japanese video game, pinball and electronic engineering company. The company was in operation from 1976 to 2003, and released 150 video game titles. Its main headquarters were located in Suginami, Tokyo. The A ...
claimed that their copyright in ''
Karate Champ ''Karate Champ'', known in Japan as , is a 1984 arcade fighting game developed by Technōs Japan (which would later developing 1995 Neo Geo titles '' Voltage Fighter Gowcaizer'' with SNK) and released by Data East. A variety of moves can be per ...
'' was infringed by '' World Karate Championship,'' a game created by
Epyx Epyx, Inc. was a video game developer and publisher active in the late 1970s and 1980s. The company was founded as Automated Simulations by Jim Connelley and Jon Freeman, originally using Epyx as a brand name for action-oriented games before ren ...
. Data East released ''Karate Champ'' in arcades in 1984, and the game became a best-seller and pioneered the fighting game genre. The next year, Epyx published ''World Karate Championship'' for home computers, which sold 1.5 million copies. Data East sued Epyx, alleging that the game infringed on their copyright and trademark. The district court found that Epyx had infringed on Data East's copyright, but not their trademark, and ordered an injunction against distributing ''World Karate Championship''. However, the
United States Court of Appeals for the Ninth Circuit The United States Court of Appeals for the Ninth Circuit (in case citations, 9th Cir.) is the U.S. federal court of appeals that has appellate jurisdiction over the U.S. district courts in the following federal judicial districts: * District ...
court reversed the decision on appeal, finding that the lower court erred in finding that the works were substantially similar. As a principle, there is no substantial similarity between the expression of two works if the expression is inseparable from the idea. The court also applied the
scènes à faire A ''scène à faire'' (French for "scene to be made" or "scene that must be done"; plural: ''scènes à faire'') is a scene in a book or film which is almost obligatory for a book or film in that genre. In the U.S. it also refers to a principle i ...
doctrine that no one can own a
generic Generic or generics may refer to: In business * Generic term, a common name used for a range or class of similar things not protected by trademark * Generic brand, a brand for a product that does not have an associated brand or trademark, other ...
scene, and the merger doctrine that no one can own the expression to an idea if there is only one way to express it. Although the games shared fifteen similarities, the court determined these were inherent to making a video game about karate, and lifted the injunction against Epyx. In the 1994 case '' Capcom U.S.A. Inc. v. Data East Corp.'', Data East used the same principle to defend its game ''
Fighter's History is a series of fighting games that were produced by Data East during the 1990s. The original ''Fighter's History'' was first released for the arcades in 1993 and ported to the Super Nintendo Entertainment System in 1994. Two different seque ...
'' from Capcom's accusations that they infringed '' Street Fighter II''. This led most lawsuits about alleged
video game clone A video game clone is either a video game or a video game console very similar to, or heavily inspired by, a previous popular game or console. Clones are typically made to take financial advantage of the popularity of the cloned game or system, bu ...
s to be settled between the mid-1990s through to the mid-2000s. This approach began to shift in 2012 with '' Tetris Holding, LLC v. Xio Interactive, Inc.'' and ''
Spry Fox, LLC v. Lolapps, Inc. ''Spry Fox, LLC v. Lolapps, Inc.'', No. 2:12-cv-00147 (W.D. Wash., 2012), was a court case between two video game developers, where Spry Fox alleged that the game ''Yeti Town'', developed by 6waves Lolapps, Copyright infringement, infringed on ...
'', as graphical improvements have made it harder to dismiss similarities as a coincidence of technological limitation.


Background


Facts

In 1984,
Data East , also abbreviated as DECO, was a Japanese video game, pinball and electronic engineering company. The company was in operation from 1976 to 2003, and released 150 video game titles. Its main headquarters were located in Suginami, Tokyo. The A ...
released an
arcade Arcade most often refers to: * Arcade game, a coin-operated game machine ** Arcade cabinet, housing which holds an arcade game's hardware ** Arcade system board, a standardized printed circuit board * Amusement arcade, a place with arcade games * ...
fighting game called ''
Karate Champ ''Karate Champ'', known in Japan as , is a 1984 arcade fighting game developed by Technōs Japan (which would later developing 1995 Neo Geo titles '' Voltage Fighter Gowcaizer'' with SNK) and released by Data East. A variety of moves can be per ...
.'' The game was a commercial success in arcades, becoming the top grossing cabinet in both Japan and America. The game once again became a best-seller when it was re-released for home computers, becoming the first game to receive a "Diamond Award" from the
Software Publishers Association The Software and Information Industry Association (SIIA) is a trade association dedicated to the entertainment, consumer and business software industries. Established in 1984 as the Software Publishers Association (SPA), the SIIA took its new na ...
for sales above 500,000 units. ''Karate Champ'' is considered the first fighting game, and the
player versus player Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents. The terms are mos ...
version is the first fighting game to allow two players to fight each other. In 1985, System 3 began producing a karate game of their own, when their programmer and artist walked off the project. They approached game developer Archer Maclean to salvage the project, who decided re-start development by emulating other popular arcade martial arts games, such as ''
The Way of the Exploding Fist ''The Way of the Exploding Fist'' is a 1985 fighting game based on Japanese martial arts developed by Beam Software, by a team consisting of Gregg Barnett, Bruce Bayley, Neil Brennan and David Johnston. Originally developed on the Commodore 64 and ...
.'' The final product was '' International Karate,'' which was published as ''World Karate Championship'' by
Epyx Epyx, Inc. was a video game developer and publisher active in the late 1970s and 1980s. The company was founded as Automated Simulations by Jim Connelley and Jon Freeman, originally using Epyx as a brand name for action-oriented games before ren ...
in North America. The game went on to sell over copies in the United States, as the first European-made game to top the '' Billboard'' software charts. The success of ''International Karate'' attracted scrutiny from competitors, and Data East alleged that the game had copied their game ''Karate Champ'' without authorization.'''' Maclean began to receive questions about the games' similarities, and he responded that two games about organized karate matches are likely to be similar. There indeed were similarities such as the scoring systems, referees, and several fighting moves.'''' Also the games both one combatant wearing white, and the other wearing red, with a bonus round between matches where the combatants break bricks and dodge objects. Data East sued Epyx for copyright infringement, as well as infringement in ''Karate Champ'''s
Trademark A trademark (also written trade mark or trade-mark) is a type of intellectual property consisting of a recognizable sign, design, or expression that identifies products or services from a particular source and distinguishes them from othe ...
and
Trade Dress Trade dress is the characteristics of the visual appearance of a product or its packaging (or even the design of a building) that signify the source of the product to consumers. Trade dress is an aspect of trademark law, which is a form of intelle ...
.


Law

Courts have used the substantial similarity test to determine whether one work has unlawfully copied another, while allowing copying in instances where the similarities are not owned by anyone. One of the most influential cases in this area was
Atari v. Amusement World ''Atari, Inc. v. Amusement World, Inc''., 547 F.Supp. 222 (D. Md. Nov. 27, 1981) is a legal case in which the United States District Court for the District of Maryland held that Amusement World's arcade game ''Meteors'' did not violate Atari' ...
from 1981, where the court listed numerous similarities between the games ''Asteroids'' and its alleged clone, ''Meteors''. Despite twenty-two similarities, the court determined that these were unprotected ideas that are inherent to the game concept of shooting rocks in space.'''' At the time, it was one of the only cases to rule in favor of the defendant, based on the idea-expression distinction that copyright does not protect broad ideas, only unique expression. Using similar principles, the court concluded that the video game '' K.C. Munchkin!'' infringed several protected elements of '' Pac-Man'', in '' Atari, Inc. v. North American Philips Consumer Electronics Corp.'' At the time, courts had started to apply complex copyright principles to video games to show that certain elements are ineligible for copyright protection. This includes the
scènes à faire A ''scène à faire'' (French for "scene to be made" or "scene that must be done"; plural: ''scènes à faire'') is a scene in a book or film which is almost obligatory for a book or film in that genre. In the U.S. it also refers to a principle i ...
doctrine that generic scenes cannot be owned by anyone, as well as the merger doctrine that no one can own the expression to an idea if that's one of the only ways to express it.


Ruling and appeal


District Court

The case was heard in the United States District Court for the Northern District of California, where the court ruled that Epyx had infringed upon Data East's copyright, but not their trademark. One of the issues was whether Epyx had accessed Data East's game. Since they provided no evidence that they created their game independently, the similarities were strong enough for the district court to infer that Epyx likely purchased it and discovered the underlying program. Even though the district court acknowledged a few cosmetic differences between the games, they still concluded that the idea expressed in both games is identical. A major factor in the ruling was the determination that the average consumer, a 17.5 year old male, would subjectively regard the two games as substantially similar. The court ordered a permanent injunction against Epyx, and an impoundment that restrained Epyx from further sale or distribution of ''World Karate Championship''. Epyx was required to recall all copies of the infringing work.


Appeal

Epyx appealed the case to the
United States Court of Appeals for the Ninth Circuit The United States Court of Appeals for the Ninth Circuit (in case citations, 9th Cir.) is the U.S. federal court of appeals that has appellate jurisdiction over the U.S. district courts in the following federal judicial districts: * District ...
, alleging that the district court was mistaken about the substantial similarity between the games. Epyx did not dispute that Data East owned a valid copyright in ''Karate Champ'', but disputed that there had been direct copying, and that the similarities between the games were evidence of copyright infringement. The central issue in the appeal was whether the similarities between the games were result of unlawful copying, or if they were the inherent result of making a game about karate. Writing for the appeal court, Judge Stephen S. Trott noted that copyright disputes seldom have evidence of one party directly copying another. Thus, Data East needed to provide circumstantial evidence that Epyx had copied them, including evidence that Epyx had access to ''Karate Champ'' while making ''World Karate Championship,'' and that the two games were substantially similar. To determine the question of substantial similarity, Judge Trott applied the framework used in the copyright case '' Sid & Marty Krofft Television Productions Inc. v. McDonald's Corp.'', with an additional analysis of elements that fall outside of copyright protection. An analysis of substantial similarity should exclude unprotectable elements, which are eliminated by applying the idea-expression dichotomy, the merger doctrine, and the scènes à faire doctrine. The court summarized the principle that "no substantial similarity of expression will be found when the idea and its expression are inseparable." The court found that the games shared fifteen characteristics. However, the court determined that these characteristics, "which consist of the game procedure, common karate moves, the idea of background scenes, a time element, a referee, computer graphics, and bonus points, result from either constraints inherent in the sport of karate or computer restraints." This echoed the analysis in ''Atari v. Amusement World'', explaining that the variety of possible expression was limited by the technology, thus raising the likelihood that any game's expressive elements would merge with the idea. Since the two games were not similar enough to constitute copyright infringement, the question of access became moot. The court further explained that "the visual depiction of karate matches is subject to the constraints inherent in the sport of karate itself," and many of the similar elements are "indispensable, or at least standard" to creating a karate game. Since many of these features are stereotypical of karate, they are not protected by copyright. After excluding unprotectable elements, such as functional rules and
generic Generic or generics may refer to: In business * Generic term, a common name used for a range or class of similar things not protected by trademark * Generic brand, a brand for a product that does not have an associated brand or trademark, other ...
scenes related to karate, the court determined that the remainder of the games were not substantially similar.'''' Judge Trott further stated that a 17.5 year old male would not find the games similar, contradicting the finding of the lower court. The appeal ruled that the district court had erred in their analysis, and ordered the injunction to be lifted.


Effects

The case was among several early rulings that applied the ''scènes à faire'' principle to video games, and became cited in further cases.'''' In the 1994 case '' Capcom U.S.A. Inc. v. Data East Corp.'', Data East found itself defending a claim that their game ''Fighter's History'' had violated the copyright in '' Street Fighter II.'' Data East responded to Capcom that any similarities between the two games were inherent to the fighting game genre and not protected by copyright, and moreover, ''Karate Champ'' was the first game in the genre. Data East successfully defended the claim, ironically by using similar reasoning that had been used against them in ''Data East v. Epyx''. As a result, most lawsuits about alleged video game clones were settled between the mid-1990s through to the mid-2000s.'''' The ''Data East v. Epyx'' case was also cited in '' Apple Computer, Inc. v. Microsoft Corporation,'' where the court said that unprotected expression could not support any finding of infringement. Even outside the software industry, ''Pasillas v. McDonald's Corporation'' cited the legal principles from ''Data East v. Epyx'' to explain that infringement cannot be proved through similarity between standard elements.


Legacy

This case is remembered for building on the legal reasoning in ''
Atari v. Amusement World ''Atari, Inc. v. Amusement World, Inc''., 547 F.Supp. 222 (D. Md. Nov. 27, 1981) is a legal case in which the United States District Court for the District of Maryland held that Amusement World's arcade game ''Meteors'' did not violate Atari' ...
'', where the courts first applied the ''scènes à faire'' principle to video games''.'' It's also an early example of the courts dissecting the similarities between two video games, before determining if the similar elements are protected by copyright. At the time, the ''Santa Clara High Technology Law Journal'' observed that the decision would provide more clarity about what similarities are considered infringing, bringing video games into conformity with other audio-visual works. The ''
University of Pennsylvania Law Review The ''University of Pennsylvania Law Review'' is a law review published by an organization of second and third year J.D. students at the University of Pennsylvania Law School. It is the oldest law journal in the United States, having been publishe ...
'' noted that these early rulings were shaped by the technical constraints of the era, excluding similarities that might result from the limited range of expression in early video game technology. Contrasting it with later rulings, intellectual property attorney Jack Schecter noted it among early cases where "courts seemed to have a difficult time conceiving of copyright protection that would extend beyond the strict confines of the art and sound assets included in a game." Swatee Mehta noted that the intrinsic-extrinsic test used by the Ninth Circuit almost always led to a finding of non-infringement. John Quagliariello similarly argued that this was one of several cases that made it near impossible for a video game copyright holder to win a lawsuit against a potential infringer, especially considering the cost of a lawsuit versus the risk of an unfavorable ruling. Attorney Stephen C. McArthur mentioned it among several rulings that were permissive of clones, until that pattern changed in 2012.'''' Legal scholars have determined that the permissive approach to video game clones shifted in 2012, with the rulings in '' Tetris Holding, LLC v. Xio Interactive, Inc.'' and ''
Spry Fox, LLC v. Lolapps, Inc. ''Spry Fox, LLC v. Lolapps, Inc.'', No. 2:12-cv-00147 (W.D. Wash., 2012), was a court case between two video game developers, where Spry Fox alleged that the game ''Yeti Town'', developed by 6waves Lolapps, Copyright infringement, infringed on ...
'' Courts have noted the increased graphical power of modern video game platforms, which opens up new possibilities for artistic expression compared to early cases such as ''Data East v. Epyx'', when it was harder to express an idea in new ways.


See also

*
Analytic dissection Analytic dissection is a concept in U.S. copyright law analysis of computer software. Analytic dissection is a tool for determining whether a work accused of copyright infringement is substantially similar to a copyright-protected work. In analyti ...
* Scènes à faire doctrine * Substantial similarity * Idea-expression divide
Brown Bag Software v. Symantec Corp.


References

{{Video game copyright


External links

* Ruling
''Data East USA, Inc. v. Epyx, Inc.'', 862 F. 2d 204 - Court of Appeals, 9th Circuit (1988)


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Copyright infringement of software United States copyright case law United States Court of Appeals for the Ninth Circuit cases 1988 in United States case law Video game copyright law 1988 in video gaming Video game clones Plagiarism controversies Video games involved in plagiarism controversies