MEMORANDUM ORDER
The narrow question presented by this action is whether the United States Register of Copyrights (“Register”) abused his discretion in denying plaintiffs application to register a claim to copyright in a video game entitled “BREAKOUT.” Plaintiff Atari Games Corporation (“Atari”) created BREAKOUT in 1975, 1 and introduced and began marketing the game the following year with immediate and immense success. More than a decade later, on February 6, 1987, Atari sought registration by the Register of a copyright to BREAKOUT. 2 On February 13, 1987, and again upon reconsideration on May 22, 1987, the Copyright Office refused to register the copyright on the basis that the work “did not contain at least a minimum amount of original pictorial or graphic authorship, or authorship in sounds.” Feb. 13,1987 letter at 1, included in Administrative Record. Finally, by letter dated December 7, 1987, the Copyright Office issued its final agency action, again refusing to' register the copyright in BREAKOUT.
Plaintiff filed the instant action on January 6, 1988, challenging the agency’s final action. The parties promptly filed cross-motions for summary judgment, which have been fully briefed. In its initial application for copyright, Atari submitted a terse but accurate description of BREAKOUT’S operation:
[T]he player commands a paddle which is movable across the screen. A horizontal band or wall formed by layers of bricks (i.e., rectangles) divides the screen above the paddle. A ball bounces back and forth between the wall and the paddle, rebounding off of each and removing a section of the wall each time it is hit by *1205 the ball. Each time a section or “brick” is removed the player scores points. When the player misses the ball with the paddle, the ball is replaced.
Synopsis of Deposit for Copyright Registration at 1. This characterization makes clear that BREAKOUT is a form of ball- and-paddle game, not entirely dissimilar to a solitary ping pong or tennis game. It is the audiovisual display and accompanying sounds of BREAKOUT — i.e., the “audiovisual work” — that Atari seeks to have registered for copyright protection.
There can be no doubt that video games, like other audiovisual works, are entitled to copyright protection provided they satisfy the prerequisites for eopyrightability under the Copyright Act (“Act”), 17 U.S.C. § 101
et seq.
3
Section 102 of the Act provides for the copyright of “original works of authorship.” 17 U.S.C. § 102. This language isolates two watermarks of a copyrightable work: it must be
“original”
— i.e., a work of independent creation — and it must be a “work of
authorship”
— i.e., the fruit of artistic expression and intellectual labor.
Reader’s Digest Assoc. v. Conservative Digest, Inc.,
The question of whether a particular work reflects a sufficient quantum of creativity to satisfy the copyright laws is not susceptible to bright line rules or broad principles.
John Muller & Co., Inc. v. New York Arrows Soccer Team,
The court’s task, then, is to determine whether the Register abused his discretion in refusing to register Atari’s copyright claim in BREAKOUT. The administrative *1206 record consists of not one but three independent decisions rendered by the Copyright Office in consideration of Atari’s application for copyright status. As noted above, the copyright examiners assigned to evaluate Atari’s application first refused to register Atari’s claim by letter issued on February 13,1987, and later reaffirmed the decision on reconsideration by letter dated May 22, 1987. The third and most important authoritative statement issued from the Register’s office on December 17,1987, this letter constituting the final agency action on Atari’s claim. The cumulative impression left by these opinions — totalling some seven single-spaced pages — is that of a thoughtful and well-orchestrated effort to set forth the applicable statutory and regulatory framework, examine the relevant case law, and assess plaintiff’s application in light of these pertinent considerations.
The crux of the Register’s 4 position is that the audiovisual work presented by Atari “does not contain at least a minimum amount of original pictorial or graphic authorship, or authorship in sounds,” and thus does not warrant copyright status. Feb. 13, 1987 letter at 1; see also Dec. 7, 1987 letter at 1 (requiring “some non-trivial amount of creative authorship”); May 22, 1987 letter at 2 (“[t]he present work, although independently created, does not contain enough original authorship to be registered as an audiovisual work”). The letters noted that the BREAKOUT display consists of common geometric shapes, four bands of colored rectangles, and three tones heard when the “ball” strikes various objects on the screen. The Register concluded that these features, whether viewed independently or in terms of “the arrangement of these few items on the screen,” did not establish a basis on which to premise copyright registration. Dec. 7, 1987 letter at 2. 5 This conclusion rested in part on an interpretation of Copyright Office regulations which preclude copyright registration of “[w]ords and short phrases such as names, titles, and slogans; familiar symbols or designs; mere variations of typographic ornamentation, lettering or coloring....” 37 C.F.R. § 202.1(a) (1987). Finally, the Register reviewed and distinguished cases referenced by Atari which upheld the copyrightability of other video games. 6
The Register’s analysis and conclusion were well within the bounds of his discretion, and reflected a reasonable application of controlling law and copyright regulations to the facts before him. Courts and commentators alike have recognized that there are instances, albeit rare, in which “admittedly independent efforts are deemed too trivial or insignificant to support copyright.” 1 M. Nimmer,
Nimmer on Copyright
(“Nimmer”) § 2.01[B] at 2-13 (1982);
see also Magic Marketing, Inc. v. Mailing Services of Pittsburgh, Inc.,
This conclusion does not constitute an abuse of discretion, whether BREAKOUT is viewed in a vacuum or in comparison to video games which have been copyrighted. In reaching its conclusion, the Register construed both the Copyright Act, which it is entrusted to administer, and the Act’s implementing regulations. In this context judicial review is particularly limited.
Esquire,
BREAKOUT can be understood, and apparently was understood by the Register, as little more than a stock description of a paddle-and-ball game, inseparable in any principled manner from the idea which it embodies. This is quite distinct from video games which feature expressive and artistically creative renditions of an idea, and which thereby merit copyright protection.
See Atari,
In short, the Register, drawing upon his expertise and experience in this field, reasonably concluded that BREAKOUT lacked the “minimal artistic expression” necessary to render copyrightable the design and configuration of a video game display. 1 Nimmer § 2.18[H][3];
Universal City Studios,
The issue of copyrightability is typically susceptible to resolution on summary judgment.
Magic Marketing,
ORDERED that plaintiff’s motion for summary judgment is hereby denied, and it is
ORDERED that defendant’s motion for summary judgment is hereby granted, and it is
ORDERED that judgment is hereby awarded in favor of defendant, and it is
FURTHER ORDERED that this case shall stand dismissed.
Notes
. The video game was actually created by plaintiffs predecessor, Atari, Inc. The distinction between plaintiff and its predecessor company is irrelevant to the present discussion.
. Plaintiff sought expedited processing of its registration request because of "prospective litigation in which we would be acting as plaintiff,” such action to commence in federal court in Illinois or California. Application for Registration at 1.
. The Act defines “audiovisual works” as “works that consist of a series of related images which are intrinsically intended to be shown by the use of machines or devices such as projectors, viewers or electronic equipment, together with accompanying sounds, if any, regardless of the nature of the material objects, such as films or tapes, in which the works are embodied.” 17 U.S.C. § 101. Numerous courts have recognized that video games, as audiovisual works, qualify for copyright protection.
E.g., Atari, Inc. v. North American Phillips Consumer Electronics Corp.,
. The cumulative decision-making process and conclusions of the Copyright Office are herein ascribed to the Register, who retains final agency authority over copyright decisions.
. The creative character of a copyrightable work may reside in the individual components or in the arrangement of those components.
See Reader's Digest,
.Moreover, the agency letters repeatedly assured Atari that the present agency action in no way precluded Atari from registering a claim in the computer program itself, rather than the noncopyrightable video display and accompanying sounds. Feb. 13, 1987 letter at 1; Dec. 7, 1987 letter at 2.
. Courts have characterized "PAC-MAN” as an expressive rendition of a maze-and-chase game.
Atari,
. To cite but one example, a fraudulent reproduction of a Rembrandt painting might be popular and even profitably auctioned without evidencing even a scintilla of artistic expression or intellectual labor.
. After arguing in its memorandum in support of summary judgment that there remain no outstanding issues of material fact, plaintiff countered defendant’s cross-motion for summary judgment by alleging that discovery is required beyond the present record. Specifically, Atari contends that it must depose the Copyright Office employees involved in the decision not to register the copyright in BREAKOUT in order to determine the propriety of their conduct.
Of course, Atari is not estopped by the filing of its own summary judgment motion from now asserting disputed issues of fact in opposition to defendant’s cross-motion.
Garrett Biblical Institute v. American University,
