OPINION
Technological advances and the incessant quest for new forms of leisure time amusement converge in the instant case to thrust this Court into the center of the current video game mania gripping the United States. Specifically, this case involves two of the most popular video games of all time, Pac-Man and Galaxian. Plaintiffs, Midway Manufacturing (Midway) and Coleco Industries (Coleco), manufacture and sell, respectively, the full-size arcade and two of the authorized handheld miniaturized versions of these games. They are suing Bandai Industries (Bandai), a New Jersey corporation importing two other handheld games named Galaxian and Packri Monster. These games are manufactured and exported from Japan respectively by defendants Bandai Company, Ltd. (BL) and Bandai Overseas Corp., (BO). Both of these Japanese corporations are related to Bandai. 1
Plaintiffs allege that the Bandai hand-held games violate the copyright and trademark laws of the United States, as
1. Bandai’s Galaxian game infringes Midway’s copyrights in its Galaxian game;
2. Bandai’s Galaxian game infringes Midway’s trademark “Galaxian”;
3. Bandai’s Packri Monster game infringes Midway’s copyright in its PacMan game;
4. Bandai’s Packri Monster game infringes Midway’s trademark “PacMan”.
In the alternative, Midway requests preliminary injunctive relief on these claims. 2
I. Background
Midway is a well-known American producer of video arcade games. Its Galaxian and Pac-Man games were created by Nam-co, Ltd. (Namco), a Japanese corporation. Both games were first published in Japan by Namco, Galaxian on September 17, 1979 and Pac-Man on May 22, 1980. Midway learned of both games at showings in Japan and determined that they had commercial potential in the United States. Namco and Midway accordingly entered into an agreement whereby Midway would receive all copyright and trademark rights in the two games in both the United States and the rest of the Western Hemisphere. Assignments of the copyright rights in Galaxian and Pac-Man were recorded with the Copyright Office on March 6, 1980 and November 13, 1980, respectively. On the strength of these assignments, Midway was issued copyright registrations in its name for both games as audiovisual works, effective the same dates as the assignments were filed. 3
Midway began marketing Galaxian in the beginning of 1980 and Pac-Man in early 1981. It has promoted these games at considerable expense and they have proved to be two of the most successful video games ever. Although Midway ceased marketing its Galaxian in July 1981, it apparently continues to sell Pac-Man.
4
Midway has actively licensed rights to its two games. As part of a consent judgment, Midway granted Entex Ltd. a limited license, since expired, to produce handheld Pac-Man and Galaxian games. A similar license as to a Galaxian-type game was granted Epoch, originally a defendant here but since dismissed. Tomy Corporation also has a license to produce its own handheld PacMan electronic game. This license expires on December 1, 1983 and was part of a quit claim assignment by Tomy to Midway of any rights it might have claimed in the mark Pac-Man as well as in Tomy’s mechanical game of the same name. Midway also licensed back Namco, its original assignor of the copyright rights, the rights to the home video versions of the games. Namco has since sublicensed Atari to manufacture such units. Finally, Midway has licensed its co-plaintiff in this suit, Coleco, to produce handheld versions of both Galaxian and Pac-Man bearing those marks. This “semi-exclusive” license is of an indefinite duration and commenced on February 1, 1982. Coleco has been soliciting orders for its games at least since January 1982. Its Pac-Man game was available for retail sale then and its Galaxian game apparently was so available the following month; in
Bandai’s Packri Monster Game was designed for it by another Japanese company named Kaken. Work on the game apparently began in October 1980; it was first produced for distribution in April or May 1981. BL created its Galaxian game in Japan apparently during early 1980. BL sells these games to BO; BO sells them, in Japan, to Bandai which, in turn, actually imports them into the United States. Bandai has been selling Galaxian units in the United States since late 1980 and Packri Monster Games since July 1981.
Midway’s Arcade games cost several thousand dollars and are sold primarily to arcades, bars, and similar establishments. Bandai’s games sell for approximately $30-$50 and are retailed to the general public mainly through toy stores.
II. The Games
At the heart of a copyright infringement action are the works themselves. Since audiovisual works are at issue here, extensive visual and aural examinations have been undertaken. A description of the various games is thus in order. 5
A.
Midway’s
Pac-Man: The Seventh Circuit in the recent case of
Atari v. North American Philips Consumer Electronics Corp.,
The copyrighted version of PAC-MAN is an electronic arcade maze-chase game. Very basically, the game “board,” which appears on a television-like screen, consists of a fixed maze, a central character (expressed as a “gobbler”), four pursuit characters (expressed as “ghost monsters”), several hundred evenly spaced pink dots which line the pathways of the maze, four enlarged pink dots (“power capsules”) approximately located in each of the maze’s four corners, and various colored fruit symbols which appear [intermittently] near the middle of the maze during the play of the game.
Using a “joy stick,” the player guides the gobbler through the maze, consuming pink dots along the way. The monsters, which roam independently within the maze, chase the gobbler. Each play ends when a monster catches the gobbler, and after three plays, the game is over. If the gobbler consumes a power capsule, the roles reverse temporarily: the gobbler turns into the hunter, and the monsters become vulnerable. The object of the game is to score as many points as possible by gobbling dots, power capsules, fruit symbols, and monsters.
The PAC-MAN maze has a slightly vertical rectangular shape, and its geometric configuration is drawn in bright blue double lines. Centrally located on the left and right side of the maze is a tunnel opening. To evade capture by a pursuing monster, the player can cause the central character to exit through one opening and re-enter through the other on the opposite side. In video game parlance this concept is called a “wraparound.” In the middle is a rectangular box (“corral”) which has a small opening on the upper side. A scoring table, located across the top of the maze, displays in white the first player’s score on the left, the high score to date in the middle, and the second player’s score on the right. If a player successfully consumes all of the dots, the entire maze flashes alternately blue and white in victory, and a new maze, replenished with dots, appears on the screen. When the game ends abright red “game over” sign appears below the corral.
At the start of the game, the gobbler character is located centrally near the bottom of the maze. That figure is expressed as a simple yellow dot, somewhat larger than the power capsules, with a V-shaped aperture which opens and closes in mechanical fashion like a mouth as it travels the maze. Distinctive “gobbling” noises accompany this action. If fate (or a slight miscalculation) causes the gobbler to fall prey to one of the monsters, the action freezes, and the gobbler is deflated, folding back on itself, making a sympathetic whining sound, and disappearing with a star-burst.
The four monster characters are identical except that one is red, one blue, one turquoise, and one orange. They are about equal in size to the gobbler, but are shaped like bell jars. The bottom of each figure is contoured to stimulate [sic] three short appendages which move as the monster travels about the maze. Their most distinctive feature is their highly animated eyes, which appear as large white circles with blue irises and which “look” in the direction the monster is moving. At the start of each play, the monsters are located side-by-side in the corral, bouncing back and forth until each leaves through the opening. Unlike the gobbler, they do not consume the dots, but move in a prearranged pattern about the maze at a speed approximately equal to that of the gobbler. When the gobbler consumes a power capsule and the roles reverse, the monsters panic: a siren-like alarm sounds, they turn blue, their eyes contract into small pink dots, a wrinkled “mouth” appears, and they immediately reverse direction (moving at a reduced speed). When this period of vulnerability is about to end, the monsters warn the player by flashing alternately blue and white before returning to their original colors. But if a monster is caught during this time, its body disappears, and its original eyes reappear and race back to the corral. Once in the corral, the monster quickly regenerates and reenters the maze to resume its pursuit of the gobbler.
Throughout the play of PAC-MAN, a variety of distinctive musical sounds comprise the audio component of the game. Those sounds coincide with the various character movements and events occurring during the game and add to the excitement of the play.
To the foregoing account, this court would add that when, in the same game, the board is cleared of dots twice, five times, nine times, thirteen times, and possibly various times thereafter, the play action ceases and the player loses control of the machine. During this brief interlude of perhaps- five to ten seconds, there appears on the screen a cartoon sequence. The first cartoon sequence depicts the central character (generally referred to as the Pac-Man) beating a hasty retreat from right to left across the screen while being pursued by one of the ghost figures. They disappear very briefly from the left side of the screen and then reappear, their roles reversed, with an enlarged Pac-Man pursuing from left to right a ghost in its vulnerable blue mode. During this entire sequence, a distinctive theme song plays. This first sequence is the most relevant for reasons which will be discussed below. 6
B.
Bandai’s
Paekri-Monster: Bandai’s Packri-Monster game is housed in a silvergrey rectangular plastic box measuring approximately 8" X 4" X
1".
The display screen is at the upper right of this box and
The maze itself is somewhat smaller than the display screen. Its configuration is less complex than that of Midway’s Pac-Man. Rather than being projected by light, the outline of the maze is embossed in white on the transparent plastic panel covering the light-emitting surface of the game. At the top center of the maze is a rectangle with the word “score” above it, both similarly embossed in white. At the bottom left and right of the maze are openings, both marked “warp”. In the center of the maze is another rectangle with an opening at the top, denominated by the game’s package as the “bogey room”. At the left of the maze are two more rectangles, one atop the other, open on the left side.
When the machine is turned on, 37 small green solid ovals and two red ones appear on the playing field, the two red dots at the top left and right of the screen. Directly below the bogey room there appears a larger blue outline of an oval with what appear to be two small bulges in the top of it at left and right, approximating eyes. The bottom center portion of this oval has two breaks in the outline, thus suggesting a jaw or mandible. Bandai calls this depiction the “monster”. There are three monsters per game. The player’s remaining monsters appear at the left of the maze, one each in the two rectangles described above. In the bogey room there appears a red outline of a lone bell jar shaped creature with two short horns or antennae protruding from its top. At the bottom is a wavy line suggestive of feet or other appendages. This “bogey” as Bandai denominates it, is larger than the monster. Until the player begins the game, the bogey first moves from side-to-side in its room, then emerges from same and roams according to a predetermined pattern in an attract mode. It does not consume the dots.
Once the player starts the Bandai game, he can move the monster to the left and right and up and down by manipulating the joystick. As the monster moves, its jaw disappears and reappears, creating the illusion of an opening and closing mouth. As the monster passes over the dots in the maze, they disappear. Thus, the illusion is created of the monster eating or consuming the dots. As each dot disappears, a short tone is heard.
As the game is played, the bogey moves about the maze, at times appearing to move randomly, at times seeming doggedly to pursue the monster. If the bogey overtakes the monster in the ordinary course of play, a musical tone sounds, the monster appears, flashing, within the bogey for a second or two, and both disappear. The next monster then appears at the start position and the bogey resumes its initial position in the bogey room. If the monster consumes one of the two red dots, the bogey then becomes vulnerable to the monster’s depredations. This is signified by the appearance of the outline of the monster within the bogey. At this point, if the player is successful in overtaking the bogey, a few musical notes are heard and the bogey disappears, reappearing a few seconds later in the room from which it then reemerges. When the bogey’s vulnerability is about to end, the player is warned by the flashing of the monster’s outline within the bogey. During the game, the player may escape pursuing bogeys by utilizing the exits marked “warp”, leaving through one and entering through the other.
If a player succeeds in clearing the board of all its dots, a few musical notes are heard and a new board appears. When the second board appears, two bogeys are in the room. On the third and all subsequent boards, there are three bogeys.
After clearing the second, fourth and presumably every even-numbered board after that, the player is rewarded with monetary loss of control of the machine during which a cartoon sequence appears. This sequence consists of a bogey chasing from the right to left side of the screen a monster. When they reach the left side of the screen, their roles reverse and the monster pursues the vulnerable (signified by the presence of a
It should be noted that the technology underlying the visual displays of the arcade and handheld games differs. The arcade games employ what are essentially television tubes and thus embody a high degree of clarity and detail of image. Like ordinary televisions, the arcade games achieve smooth and realistic depiction of the characters in motion by virtue of a steady stream of electrons striking the screen. The hand-held games utilize light sources which appear similar to those found in calculators and digital watches. The display screens of the handheld games are composed of certain preexisting images which are lighted in sequence to achieve the illusion of motion. Thus, the handheld games present much cruder and more jerky images to the player.
C. Midway’s Galaxian Game : Midway’s Galaxian is housed in an arcade cabinet identical in size and shape to Pac-Man’s; only the coloring and decoration are different. The game is similarly played on a large cathode ray tube (CRT). Galaxian’s joystick moves only left and right and there is an additional button on the console which the player uses to fire his missiles or bullets.
Like Pac-Man, Galaxian has an attract mode, displayed before the insertion of a quarter, which repeats endlessly the same pattern of movements by the game’s figures across the screen. During the attract mode or once the player has commenced a game, there appears a black background simulating outer space against which there plays a multi-color twinkling display of lights representing stars that appear to roll from the top to the bottom of the screen.
Against this background there is visible a pack of creatures representing aliens flying in formation. All but two of these are insectile things (resembling houseflies), all with the same basic configuration but differently colored wings and bodies. All flap their wings and move their legs as they hover. At the bottom of the pack are three rows of ten each red-eyed, blue-bodied insects. Above them is one row of eight red-eyed, purple-bodied things and above that, one row of six yellow-eyed, red-bodied entities. All the insects have blue wings of various shades as well as two antennae and two forelegs. At the top of the pack are two predominately yellow, vaguely triangular geometric shapes with protruding shafts, known as the “flag ships”. This pack moves as a whole horizontally during the attack and play modes, apparently in response to similar movements by the player’s rocket ship. That ship appears at the bottom of the screen as having two cylindrical parts joined by a red top and a “V”shaped brace with a thinner central cylinder between them. Protruding from the red top is a short yellow line which, when the player hits the fire button, shoots upward as a small missile, A new line appears when the one fired meets an alien or disappears at the top of the screen. The player can move his rocket ship horizontally but not vertically.
During play, both single aliens and groups of them will invert and swoop down toward the player’s ship, attacking in waves. Moving across the screen, the marauding aliens drop a profusion of bombs. If the player’s ship is hit, it disappears in a visual simulation of an explosion as will an alien if hit by a player’s missile. Additionally, the player’s ship will be destroyed if it collides with an alien; the aliens, kamikaze-like, attempt to effect just such collisions. As in Pac-Man, the player has three figures at his disposal; also as in Pac-Man, a fourth is awarded for achieving a sufficiently high score. Appropriate screaming dive and explosion sounds accompany the action.
D. Bandai’s Galaxian Game: The Bandai Galaxian is contained in a blue plastic unit which can roughly be described as triangular with one apex slanted upward at approximately a 45° angle to the other two apexes which lie flat. Its greatest width is approximately 7", length 9", and height 5".
The playing screen is approximately lVi" X 3" with a score display above it. As with Bandai’s Packri Monster, the impression created by the lighting used is akin to that of an LED watch or calculator rather than a CRT.
At the bottom of the screen is the player’s ship. It can be moved horizontally and fires red missiles which protrude from the nose of the ship. The ship appears as three green cylinders joined together, two larger ones flanking a smaller one. A player is allotted five ships; those in reserve are displayed at the top of the screen above the aliens.
III. Copyright Infringement Claims
A.
Applicable Copyright Law:
Summarizing the basic law germane to a copyright infringement claim is often much easier than applying it. In brief, a plaintiff must show ownership of a valid copyright and copying by the defendant.
Atari, Inc.
v.
North American,
In the
Universal Athletic
case, the Third Circuit was dealing solely with the type of substantial similarity which goes to the appropriation issue since it accepted the district court’s finding that there had been copying.
Id.
at 907. The Third Circuit noted that it was “difficult to explain all the points of similarity and dissimilarity between the [works] without going into great detail.”
Id.
at 908. Presumably, going into such detail would be impermissible
It is clear that there can be substantial similarity and copyright infringement between works in different media.
Atari,
Copyright certificates produced by a plaintiff constitute
prima facie
evidence of both copyright validity and ownership.
Novelty Textile Mills, Inc. v. Joan Fabrics Corp.,
Under F.R.Civ.P. 56(d), a district court may render a partial summary adjudication withdrawing from a copyright case issues as to which there is no genuine question of fact.
Testa v. Janssen,
It should be noted that there is absolutely no impediment in a copyright infringement action to granting a plaintiff a preliminary injunction while simultaneously denying his motion for summary judgment.
Herbert Rosenthal Jewelry Corp. v. Grossbardt,
In general, a copyright plaintiff seeking a preliminary injunction must establish a reasonable likelihood of success on the merits and a showing of irreparable injury absent an injunction.
Kontes Glass Co. v. Lab Glass Inc.,
The final area of copyright law to be set forth generally for purposes of this case is that regarding unenforceability of a copyright due to a registrant’s fraud upon the Copyright Office in failing to disclose preexisting works. To render a registration
B. Bandai’s Legal Defense: Bandai raises a defense, directed at both copyright claims, which is essentially of a legal nature. Before applying the preceding copyright law to the facts of this case, this court will resolve this defense as a matter of law.
Bandai has produced evidence in the form of the deposition testimony of the Copyright Examiner who processed Midway’s copyright applications that the applications were not substantively examined to verify the originality of the Midway works. Bandai strenuously argues that 17 U.S.C. § 410(a) requires the Copyright Office to conduct such an examination for, inter alia, originality. Defendants contend that, in light of the Office’s failure to conduct such an examination, Midway’s certificates cannot form the basis of a prima facie showing of originality in Midway’s works. Indeed, Bandai contends that the Office’s failure renders the certificates invalid.
This argument skirts the borders of bad faith. The House Report on the 1976 Copyright Act explicitly states that, “[Ujnlike a patent claim, a claim to copyright is not examined for basic validity before a certificate is issued”. H.R.Rep.No. 94-1476, 94th Cong. 2d Sess., 157,
reprinted in
1976 U.S.Code Cong. & Ad.News 5659, 5773.
15
Additionally, the courts which have
IV. Application of Copyright Law to the Instant Case
A. Galaxian ; In assessing the strength of Midway’s case with regard to the Galaxian copyright, this court must focus on the elements of plaintiff’s prima facie case as discussed in the preceding section. The initial inquiry must center on Midway’s showing of ownership and validity of its copyright. Midway relies primarily on the prima facie evidentiary weight to be accorded its registration certificate.
Defendants only challenge plaintiff’s certificate’s effect as prima facie evidence of Galaxian’s originality. Indeed, defendants request a ruling that they have successfully rebutted plaintiff’s certificate in this regard so that plaintiff must prove its work’s originality at trial. As discussed above, such a ruling would entail a finding by this court that the similarities between plaintiff’s work and the allegedly pre-existing work are so great as to mandate a directed verdict that plaintiff had copied the prior work.
This court declines to make such a ruling. Bandai offers only the Taito Space Invaders video arcade game as a preexisting work to Midway’s Galaxian.
16
This court viewed a videotape of the Space Invaders game at the initial hearing in this case. It is true that the creator of Midway’s Galaxian admits having had access to and having viewed Space Invaders many times before designing his game. Nonetheless, the most cursory perusal of the two works indicates that the only similarity between them is in the idea of the underlying games, i.e., outer space games wherein a defendant base or rocket ship, controlled by the player, attempts to fend off attacking hordes of aliens.
17
When the expressions of the Galaxian and Space Invaders works are compared, it is clear there is no similarity beyond that of idea. The Space Invader aliens are abstract geometric shapes whose motions suggest a walking or running action. They always move in a pack, in lockstep, straight-line, horizontal movements across the screen. They regularly descend as a pack, one line at a time, toward the bottom of the screen. As previously described, the Galaxian aliens are unmistak
Turning to the question of Bandai’s access to Midway’s Galaxian game, there is uncontroverted evidence that Galaxian is one of the most popular video arcade games to date and has been widely published in both America and Japan. Defendant Bandai, although not in the video arcade business, produces closely related products. In fact, by asserting that
its
Galaxian was based in part on Taito’s Space Invaders,
[39 — 42] Circumstantial evidence is sufficient to establish access.
Franklin Mint,
Under Third Circuit case law, the next inquiry is whether, given defendant’s access, plaintiff has shown that defendant copied by demonstrating substantial similarity. As noted in the general discussion of copyright law, expert testimony, dissection, and detailed analysis of the two works are appropriate in this branch of the substantial similarity inquiry. This court has compared the two works ad nauseam. After its detailed examination of the works, this court discerns such overwhelming similarity that it believes no reasonable jury could find that Bandai’s work was not copied from plaintiff’s, Bandai’s denials notwithstanding.
This determination rests largely on the works themselves. Accordingly, attention is directed generally to the description of the games set forth in this opinion. Without seeking to exhaust all the similarities it perceives, this court will note some of the more pronounced examples undergirding its finding of copying.
Firstly, Midway has produced an affidavit and accompanying report from two experts (professors of music at the University of California at Los Angeles) who conclude that the musical themes of the two Galaxian games are fundamentally identical. Bandai has introduced no evidence to the contrary. Rather, it cites case law holding that expert testimony is not admissible to show substantial similarity. This position is clearly wrong as a matter of law in this Circuit, at least insofar as substantial similarity for copying purposes is concerned.
Universal Athletic,
Secondly, the Bandai aliens are unmistakably insectile as are those in Midway’s game. In addition, Bandai’s insect characters bear a close resemblance to Midway’s, both having brightly lighted eyes and two-toned bodies.
20
Furthermore, the
Finally, the Bandai game’s play and sequence of images is extremely similar to Midway’s. Thus, the Bandai aliens fly in a pack and peel off to attack singly or in small groups. As they attack, they invert, as do the Midway creatures. Bandai’s aliens also appear to flap their wings as they fly and attempt to collide with the player’s ship.
Attempting to negate the foregoing similarities, defendants advert to a number of minor variations, 21 none of which can overcome the basic similarities this court perceives. Through Maniwa, Bandai also alleges that Space Invaders in part provided the source of Bandai’s Galaxian. A comparison of these two games renders that assertion as untenable as Bandai’s assertion that Midway’s game was based on Space Invaders.
In its dissection of the games, this court has detected extremely strong similarities, supported in one respect by expert opinion. Bandai has failed to challenge the fact of these likenesses. On the basis of the foregoing, the court finds that plaintiff would be entitled to a directed verdict on the issue of defendants’ copying as no reasonable jury could credit Bandai’s assertion of independent creation. 22 That issue is thus no longer in the case and plaintiff will not be required to prove it at trial.
There remains the final and dispositive issue of substantial similarity going to the question of improper appropriation. To obtain summary judgment on this question and thereby prevail on its Galaxian copyright claim, Midway must show that no reasonable jury, looking at the games as a whole, could find that Bandai’s Galaxian was not so substantially similar to Midway’s work as to constitute an improper appropriation of the latter. The test here is the response of the ordinary lay person. At this point in the substantial similarity in
Universal Athletic
states the basic principle that copyright protection extends only to the expression of an idea, not to the idea itself.
When idea and expression coincide, there will be protection against nothing other than identical copying of the work. . . . [T]he scope of copyright protection increases with the extent expression differs from the idea .... The idea and the expression will coincide when the expression provides nothing new or additional over the idea.
Sid & Marty Krofft Television
Productions,
Inc. v. McDonald’s Corp.,
As a result, copyright protection does not encompass games as such,
Atari,
Audiovisual works such as these are primarily unprotectable games.
Atari,
Bandai’s position fails as a matter of law. It assumes, sub silentio, that the idea of Midway’s Galaxian game actually includes the physical characteristics of the characters involved. If such reasoning were accepted, a copyright defendant could always avoid liability merely by describing a plaintiff's work in great detail and then labeling that description the “idea” of plaintiff’s work. The “idea” of any work could always be defined in such detail that the description of the expression would add nothing to the “idea”, thus allowing a defendant to engage in all but verbatim copying. Such a ploy cannot be allowed. As the Krofft court noted, the description of the work for the purpose of identifying its idea must be a simple one. Here, the idea of Midway’s Galaxian is relatively simple and easily expressed: it is an outer space video game in which the player controls a rocket ship defending itself against a swarm of computer-controlled attacking aliens who attempt to bomb and collide with the player’s ship. With the idea of Midway’s Galaxian thus identified, it is clear that Midway’s copyright does not in the least preclude the creation of an entire universe of other space video games (e.g., Space Invaders) based on the same, unprotected idea. It is also clear that, in expressing its version of the game idea, there was no necessity for Bandai to mimic Midway’s expression of this idea which involves such elements as the particular insectile shape of the aliens, their movements, and the musical theme.
Another concern of the
Universal Athletic
court was that the degree of copyright protection reflect the degree of creativity involved in the work. The foregoing discussion of the idea — expression dichotomy should make clear that, in its expression of the basic game idea, Midway has exhibited a good deal more than a minimal amount of creativity.
24
Accordingly, it can be said nei
The final factor raised by the
Universal Athletic
court is the nature of the protected material and the setting in which it appears. After quoting
Universal Athletic
for that proposition, the
Atari
case goes on to state that “Video games, unlike an artist’s painting or even other audiovisual works, appeal to an audience that is fairly undiscriminating insofar as their concern about more subtle differences in artistic expression.”
Examination of the Universal Athletic factors makes clear that they either present no obstacle to a finding of substantial similarity for appropriation purposes or else actually support such a finding. Nonetheless, this court declines to enter judgment for Midway on its summary judgment motion. This declination follows from the principle that the ultimate determination of substantial similarity is one for the trier of fact. As previously discussed, to direct a verdict for plaintiff on this issue, the works must be virtually identical. 25 Although the question of such identity is a close one here, this court cannot state that it is certain such identity exists. In a close case, the court cannot substitute its judgment for that of the trier of fact. Accordingly, the Galaxian claim must go to the trier of fact but solely on the issue of whether an ordinary lay observer would detect such a substantial similarity between the two works as to show the copying went so far as to constitute improper appropriation. 26
B. Packri Monster: 27 As with Galaxian, Midway relies primarily upon its certificate of registration to prove the ownership and validity, including the originality, of its Pac-Man copyright. 28 Bandai attacks Midway’s certificate principally on the basis that certain alleged preexisting works rebut the prima facie presumption of Pac-Man’s originality. Bandai additionally asserts that the very failure to disclose these preexisting works to the Copyright Office comprises copyright misuse barring enforcement of the copyright.
Head-On is alleged to contain the basic play concept of Pac-Man. It supposedly consists of a maze chase game involving player and computer-controlled race cars and dots on the floor of the maze. The player seeks to steer his car over the dots, which disappear as he does so, while attempting to avoid a collision with one of the computer-controlled cars. Since defendants chose not to provide the court with a sample or videotape of Head-On,
30
there is little for the court to say except that defendants have failed to bring this allegedly preexisting work before it. The court thus cannot credit Bandai’s argument that Head-On comprises a preexisting work relied upon by plaintiff. Accepting for the moment, however, defendants’ representations as to the character of Head-On, it appears that that which plaintiff would have appropriated from Head-On would comprise the Pac-Man game idea or elements closely allied with it and thus not fall within the scope of Midway’s copyright in any event.
See Atari,
Defendants did provide the court with adequate examples of the ghost character Kyutaro. Namco’s Iwatani admitted familiarity with this character. Bandai alleges that Namco copied Kyutaro in creating its own four ghost-like characters.
After carefully comparing the Midway ghosts and Kyutaro, the court concludes that a reasonable jury could not discern substantial similarity between the two for copying purposes and thus could not find that Kyutaro was a preexisting work. A comparison of the two characters reveals that Kyutaro is dramatically more anthropomorphic, possessing not only eyes but eyebrows, a prominent and expressive mouth, a few strands of hair, arm-like appendages, and two fully-developed feet. Of all these characteristics, Midway’s ghosts have only eyes. Rather than actual feet, Midway’s ghosts have four points at their bottoms which might suggest rudimentary feet. The only similarity besides the presence of eyes in Midway’s ghost is its overall shape. Even as to this, Kyutaro is taller and resembles a cylinder with a rounded top while the ghosts are squatter and resemble gumdrops. This similarity coupled with the presence of eyes is not, in the face of significant differences, sufficient to support an inference of copying by Midway. 31 Defendants thus have not rebutted the presumption of originality attaching to Midway’s ghosts.
Finally, there is the question of the PacMan and Tomy’s Mr. Mouth, apparently called Pac-Man in the Japanese tongue. Mr. Mouth consists of two half clam shell-like yellow plastic pieces joined at one end. On the top half is a black representation of expressive eyes and perhaps a mask. When in play, this mechanical game is so arranged as to rotate around its vertical axis while
Since there is lacking that virtual identity necessary to prove copying as a matter of law, this court cannot direct a verdict for defendants that the Pac-Man figure is copied from Mr. Mouth. Sufficient similarities exist, however, to warrant the question going to the trier of fact.
Bandai focuses on identifying individual works which arguably were precursors to individual elements of Pac-Man. In so doing, defendants naturally minimize the fact that, although Pac-Man may have various precursors as to certain of its elements, Packri Monster contains virtually all of the salient characteristics of Pac-Man. Put otherwise, the Pac-Man audiovisual work does not resemble any other
single
work whereas Packri Monster as a whole does resemble the preexisting Pac-Man work. This leads to consideration of the accepted copyright doctrine that a work may be entitled to copyright protection even though based on a prior copyrighted or public domain work “if the author, through his skill and effort, has contributed a distinguishable variation from the older works. In such a case, of course, only those parts which are new are protected by the new copyright.”
Donald,
In light of the foregoing legal principles, Pac-Man must be examined for evidence of original elements which would be subject to copyright protection even if it were true that Midway had copied certain aspects of the game from prior works. 32
The
Atari
decision makes clear that the gobbler and ghost figures are copyrightable, questions of preexisting works aside.
Atari
also stated, however, that the sequences and arrangements of Pac-Man were protectable.
There exist at least two additional copyrightable elements other than the game’s characters which were not identified by the
Atari
court. These are the game’s musical themes, particularly the opening melody, and the “cartoon” sequence of images previously described. Defendants do not challenge the originality of these two features, nor for that matter, those adverted to by the
Atari
court. Thus, the certificate retains its prima facie evidentiary value as to these unchallenged elements. It is clear that between these elements and the ghost
Turning to the question of access, there can be no doubt that plaintiff is entitled to summary judgment for the same reasons as expressed in the Galaxian discussion. In addition, Miyake, the creator of or development supervisor of Packri Monster conceded that someone from his design team could have seen Pac-Man during the creation of the Bandai game. Finally, defendants have admitted awareness of Pac-Man in general and a desire to capitalize on its popularity, reflected in the initial design of the Packri Monster mark which highlighted “Pack” and “Mon”. See Gatto deposition.
With regard to the issue of copying, this court believes that summary judgment in plaintiff’s favor is called for as to those elements of Pac-Man, previously identified, whose originality and thus copyright protection are unchallenged. A detailed comparison of the two works shows that the Packri Monster monster displays the same distinctive gobbling action as the Pac-Man, depicted similarly as a mouth opening and closing. The highly distinctive role reversals and regenerations are present as well, albeit in a slightly modified form due to the limitations of the handheld medium. 34
With regard to the opening musical themes of the two works, Midway has produced expert analysis which concludes that the two are fundamentally identical and that the Bandai theme was derived from Midway’s. Bandai has declined to contest this analysis which is fully admissible on the issue of substantial similarity for copying purposes. Given these circumstances, the court must find that Bandai copied Midway’s theme. 35
Finally, as to the “cartoon” sequence, it is unmistakably clear that the Bandai sequence is virtually the exact duplicate of Midway’s first cartoon sequence, previously described. In both sequences, the two characters appear at the right hand side of the screen, heading horizontally left, with the ghost/bogey pursuing the Pac-Man/monster. In both, the characters reach the left side. In Pac-Man both disappear from the left side of the screen; in Packri Monster, only the monster so disappears. The roles then reverse, the Pac-Man/monster chasing the now vulnerable (as signified in the games’ own fashions) ghost/bogey to the right side of the screen where they disappear and the sequence ends.
36
It is clear that, as is true with the musical themes of the games, absolutely no argument can be made that this sequence is intrinsic to the idea of the game. Bandai does not so argue; rather, it contends that the sequence was inspired by a cartoon break in the Space Invaders game during which an alien and a player’s ship “move together”. Mi
As to the original elements of Pac-Man discussed above, this court finds such pervasive similarities that no reasonable jury could find Bandai did not copy Pac-Man. Summary judgment on the issue of copying as to those elements will thus be entered for Midway.
This court now reaches the ultimate question in the Pac-Man copyright infringement case: whether, as a matter of law, Bandai’s copying went so far as to constitute improper appropriation of plaintiff’s work. For the reasons which follow, the court answers this question in the negative.
As a preliminary matter, it should be noted that the idea/expression dichotomy is not seriously involved in this claim. The court has identified those elements which display sufficient originality to be protected as well as those which will be protected if found not to have been copied from preexisting works. 39 Neither set of elements is vitiated by too close a connection with the underlying Pac-Man game idea. As to that idea, this court agrees with the Seventh Circuit that it may be identified thusly:
PAC-MAN is a maze-chase game in which the player scores points by guiding a central figure through various passageways of a maze and at the same time avoiding collision with certain opponents or pursuit figures which move independently about the maze. Under certain conditions, the central figure may temporarily become empowered to chase and overtake the opponents, thereby scoring bonus points.
Atari,
This court’s examination of the two works with an eye to gross features rather than -details convinces it that a high degree of similarity between the games as a whole exists. Such similarity is revealed through the descriptions of the two games throughout this opinion and, in particular, the cumulative effect as a whole of the protected elements discussed immediately above.
40
Coupled with the court’s own observations is Midway’s extrinsic evidence of lay observer reaction to the similarities between the games. Thus, plaintiff has produced newspaper columns referring to Packri Monster as Pac-Man’s “son” or as a PaeMan-type game. Additional evidence of substantial similarity is Bandai’s original
Although the court believes that plaintiff has made an extremely strong showing on the merits, the ultimate substantial similarity issue nonetheless remains one for the trier of fact. With regard to the musical themes, for example, plaintiff’s expert opinion is irrelevant on this ultimate question.
Universal Athletic,
Denial of summary judgment for plaintiff on the ultimate question of copyright infringement does not end the matter. Plaintiff has made such a strong showing of likelihood of success on the merits 42 that it is entitled to its requested preliminary injunctive relief. 43
Turning to the irreparable injury question, this court adopts what it believes to be the emerging trend in copyright case law: where a substantial likelihood of success on the merits has been shown in a motion for a preliminary injunction, irreparable injury will be presumed. Even in the absence of this presumption, the court finds that Midway has made a sufficient showing of irreparable injury to warrant injunctive relief. Midway has spent large sums in developing and popularizing its Pac-Man game. One of the fruits of that effort are the benefits obtainable through the reproduction of that game in the handheld mediurn. Unauthorized infringing games divert those benefits and jeopardize the investment Midway has made in Pac-Man. In addition, insofar as infringing games may well be identified with Midway’s work, such unapproved units can reflect poorly on the reputation and popularity of Midway’s games in general and its licensed, authorized handheld units in particular.
See Klitzner,
Two additional factors are the questions of balancing of hardships and where the public interest lies. Bandai alleges it will lose a good deal of its annual
The foregoing constitutes the findings of fact and law supporting this court’s entry of a preliminary injunction, dated July 2, 1982, prohibiting the importation or sale of Packri Monster games in the United States.
V. Trademark Claims
A.
Galaxian:
Midway seeks summary judgment on its trademark infringement claim under 15 U.S.C. § 1125(a) (1982). In support of this motion, plaintiff relies essentially upon the distinctiveness of its mark, the identical nature of the two marks, and the evidence it has adduced of defendants’ intent to benefit from the good will and popularity of Midway’s Galaxian. Plaintiff contends that these elements are sufficient to demonstrate likelihood of confusion and thus warrant summary judgment. Defendants oppose summary judgment primarily by adverting to the ten factors going to likelihood of confusion set forth in
Scott Paper Co. v. Scott’s Liquid Gold, Inc.,
Plaintiff is entitled to summary judgment on this trademark issue. “Galaxian” is clearly a distinctive mark as it is an arbitrary or fanciful name not descriptive of the product. It is therefore entitled to broad protection. 3 Callmann, Unfair Competition, Trademarks, and Monopolies, § 70.1 (1969). As such, no proof of secondary meaning is required.
Scott,
The factors in the Third Circuit going to the likelihood of confusion are:
(1) the degree of similarity between the owner’s mark and the alleged infringing mark; (2) the strength of owner’s mark; (3) the price of the goods and other factors indicative of the care and attention expected of consumers when making a purchase; (4) the length of time the defendant has used the mark without evidence of actual confusion arising; (5) the intent of the defendant in adopting the mark; (6) the evidence of actual confusion; (7) whether the goods, though not competing, are marketed through the same channels of trade and advertised through the same media; (8) the extent to which the targets of the parties’ sales efforts are the same; (9) the relationship of the goods in the minds of the public because of the similarity of function; (10) other facts suggesting that the consuming public might expect the prior ownerto manufacture a product in the defendant’s market.
Scott,
An examination of these factors in turn compels the conclusion that plaintiff has shown likelihood of confusion as a matter of law. 45
(1) similarity of marks:
The names involved are identical. The Third Circuit has noted that use of the exact trademark gives rise to a great likelihood of confusion.
United States Jaycees v. Philadelphia Jaycees,
(2) strength of owner’s mark:
An arbitrary or fanciful mark, such as “Galaxian”, is inherently a strong mark.
See AMF, Inc. v. Sleekcraft Boats,
(3) price of goods/other factors showing consumer care in purchasing:
There is no dispute that plaintiff’s machines cost about $2,000 while defendants’ cost $30 to $50. There can also be no dispute that no one will buy defendants’ goods thinking they are buying an arcade machine. This, however, is not relevant as will be discussed below (see (7) and (8)). On the other hand, the fact that defendants’ goods are games or toys directed largely at children supports plaintiff’s position by indicating that the ultimate purchasers of defendants’ games are not likely to exercise a great deal of attention or care in acquiring these goods and will be more likely misled by an identity in trademark.
(4) length of time defendant has used mark without evidence of actual confusion:
It appears that defendants had ceased marketing Galaxian by early 1982 after only a year or so of sales. Thus, the absence of evidence of actual confusion is of little probative value here given the short period of availability of the goods in question.
Cf. Scott Paper,
(5) intent of the defendant in adopting the mark:
Plaintiff has introduced overwhelming evidence that defendants intended to benefit from the good will and popularity of plaintiff’s Galaxian game. The evidence includes admissions by Bandai’s vice-president, Gatto, that the mark was chosen to capitalize on the popularity of the Midway game. In addition, the packaging of the game itself refers to it as a portable arcade game and a replica of the most popular arcade games. 46 Bandai has conceded in argument that it hopes its games will be bought by people “who have favorable association with the game concepts of the Galaxian ... arcade game.” Defendants’ brief in opposition to motion for summary judgment at p. 20. There can be no reasonable doubt as to defendants’ intention in adopting the mark. 47
(6) evidence of actual confusion:
None has been presented as to Galaxian but such evidence is not required.
and
(8) extent to which the targets of the parties’ sales efforts are the same:
In the particular circumstances, of this case, these two considerations may profitably be discussed together, as they are intimately related.
It is clear that these two products do not
directly
compete in the sense that sales of one will displace sales of the other. A mark may, however, be protected in a non-competing market.
Scott,
(9) relationship of goods in public’s mind because of similarity of function :
There can be no contention that the two Galaxian games do not provide a similar leisure function and evince a similar mode of operation. Indeed, through packaging and advertising, each of the handheld units vies with the others to establish in the buyer’s mind that it is the most like an arcade game. Defendants’ game is no exception, proclaiming that it is a replica of the most popular arcade games.
(10) other facts suggesting that public might expect prior owner to manufacture a product in defendants’ market:
In general, there has been a tremendous boom in the non-arcade video market over the past few years with various popular arcade games being translated into hand-held or home video units. This constant feverish production of non-arcade embodiments of video games provides some support for an expectation on the part of the public that the producer of such a popular arcade game as Galaxian would come out with a handheld unit.
The facts underlying the discussion above are simple and before the court in the form of the games themselves and a rudimentary
(B)
Packri Monster:
Unlike the “Galaxian” trademark, the Packri Monster mark is not identical to the Pac-Man mark. Thus, there is absent in this claim the “great likelihood of confusion” the Third Circuit attributes to use of an identical mark.
U. S. Jaycees,
VI. Liability of Japanese Defendants
There remain only the questions under copyright law of the liability of the two Japanese corporate defendants as contributing infringers and under copyright and trademark law as vicarious infringers. Since no final adjudication of the copyright claims has been made, the question of these defendants’ copyright liability vel non is premature.
Furthermore, it is clear that the vicarious infringement issues are inextricably bound up in the question of the relationship among the three Bandai defendants. 49 This question presumably also goes to the issue of this court’s in personam jurisdiction over the Japanese defendants. These defendants have denied this court’s jurisdiction in their answer. In the interests of efficiency and of providing defendants a full opportunity to raise their in personam jurisdiction objections, adjudication of the vicarious liability of the Japanese defendants will be deferred until they make a motion to challenge in personam jurisdiction. This court will set a date for such a motion since presumably all the facts defendants would rely on are already in their possession.
The foregoing opinion constitutes this court’s resolution of the summary judgment and preliminary injunction motions brought before it by plaintiff Midway. Plaintiff shall submit a form of order as to the summary judgment granted it on the Galaxian trademark claim and as to the issues withdrawn from the case as per F.R.Civ.P. 56(d). Consent to the form of order, if possible, shall be within 10 days.
Notes
. Plaintiffs also sue a number of retailers of the Bandai games. These defendants are not directly involved in the instant motions. Epoch Corporation, the other defendant who manufactured and sold another handheld game, has settled with plaintiffs and is no longer in the case. The three Bandai defendants will be referred to collectively as “Bandai” except where discussion focuses solely on one of them.
. By order of this court entered February 1, 1982, Bandai has been preliminarily enjoined from selling its Galaxian game under the name “Galaxian” and from selling Packri Monster in packaging highlighting “Pack” and “Mon”.
. Midway has not registered either Pac-Man or Galaxian as its trademark. It claims ownership of both marks by virtue of its prior and continuous use of them in the United States.
. Indeed, it has recently introduced a new version called Ms. Pac-Man, whose success is reportedly outstripping even that of the original' Pac-Man.
. Although other full-size configurations exist, the Pac-Man game is usually housed in an upright cabinet approximately 6' X 2' X 2'. Midway has provided the Court with one Pac-Man and one Galaxian arcade machine. In addition, Midway has furnished official copies of the videotapes of these machines deposited with the Copyright Office, as per that Office’s requirements. These videotapes have been viewed by the court. Bandai and Coleco have both also furnished the Court with samples of their games.
. The second sequence follows the same initial format as the first except that one-half way across the screen while the ghost is pursuing the Pac-Man, the ghost’s apparel or garment becomes caught on a tack. The ghost stops and looks forlornly at his garment as a section of it tears away, revealing a flesh-colored leg. The sequence then ends. The third sequence— which is repeated each time a break in the action is achieved thereafter — is more like the first than the second. A ghost in an obviously resewn garment chases Pac-Man to the left of the screen. The ghost then reappears, although the Pac-Man does not, fleeing from left to right in a virtually denuded state, displaying an ignominious physiognomy, and dragging behind it its battered robe.
. This illusion of wing-flapping is created by lighting in rapid succession images of the aliens in different postures, i.e., with wings open and closed.
. It should be noted, however, that the
Universal Athletic
court set forth other issues to be considered in resolving the question of substantial similarity for appropriation purposes. These include the well-known idea-expression dichotomy in copyright law and the observation that the test of similarity vis-a-vis appropriation will vary with the degree of creativity involved in the copyrighted work, the nature of the protected material, and the setting in which it appears.
Id
at 908. Indeed, although the Third Circuit stated that the district court had been impermissibly detailed in its substantial similarity comparison, the actual basis for reversal appears to be set forth at
. A plaintiff in this position who demonstrates that although he has indeed copied, he has added some original elements to the work, will be entitled to copyright protection as to those elements.
Donald v. Zack Meyer’s T.V. Sales and Service,
. Treatment of the rebuttal question in other cases supports this court’s approach. Thus, the issue usually arises in suits where the trial court is sitting as the trier of fact and accordingly may properly decide the issues underlying the rebuttal question. See, e.g.,
Original Appalachian Artworks v. Toy Loft,
. Nimmer notes that in general, a copyright plaintiff should be granted summary judgment only where a defense consists exclusively of issues of law as to which the court finds in plaintiffs favor. 3 Nimmer § 12.10, p. 12-73-74. Where, as here, a defendant has denied copying, a plaintiff should be granted summary judgment only in “very unusual circumstances” such as where similarities between the works are so “overwhelming and pervasive” as to preclude independent creation. Id. In that case, a defendant’s denial of copying would not raise a genuine fact issue. Id. Nimmer states that the similarity required in such a case should “greatly exceed even the striking similarity which would justify a trier of fact in inferring copying without proof of access.” Id.
. The court specifically ruled, however, that plaintiffs could still prove access indirectly by showing a striking similarity between the works in question so that access would be inferred from that similarity. Id. This mode of proof of a plaintiff’s case is widely accepted. See note 10 supra.
. In this connection,
see Universal Athletic,
. It is true that the
Vogue Ring
court stated that even if plaintiff’s work displayed the requisite originality for copyright protection, it would still have declined to enforce the copyright because plaintiffs conduct was so inequitable as to comprise misuse of the copyright.
. Nimmer notes that the House Report contains much material vital to understanding the Act and that it indeed sometimes has more information about the Act than the Act itself. 1 Nimmer vii. Defendants assert that reliance on legislative history is improper when interpreting an unambiguous statute. § 410(a), however, is not necessarily such a statute. It does not define or explain the “examination” the Copyright Office is to undertake when reviewing an application. That examination could therefore range from the detailed search advocated by defendants to the mere check for an application’s facial adequacy actually intended by Congress. Given the range of possible interpretations, § 410(a) cannot be considered so unambiguous as to preclude resort to legislative history.
. Bandai alludes to other space theme video games which it suggests Midway relied on in creating its Galaxian. The only evidence of such games which Bandai has chosen to furnish this court, however, consists of poor quality xeroxes of promotional pamphlets regarding them. It is impossible to discern either the appearance of these games’ characters or the way the games play from these brochures. Bandai has thus failed to present sufficient evidence as to these games; only Space Invaders will be considered.
. Even if plaintiff had copied the idea of the Space Invaders game, this would not comprise a copyright violation.
See, e.g., Atari,
. Bandai points to a questionnaire regarding Galaxian circulated among Namco employees by the creators of Namco’s Galaxian. This questionnaire sought employee reaction on numerous aspects of the Galaxian game. One question states, “There are similarities with Invader game [presumably Taito’s Space Invaders] and what is your opinion on such respect.” The employee may then answer that this is good because Invader was popular or else that it was impossible to state whether that was good or bad. Bandai argues that this indicates Namco’s acknowledgement that the games were highly similar and its concern about the possible effect of such similarities. This one question (out of six pages of questions) cannot reasonably support such broad inferences as Bandai seeks to establish. It states only that there are some similarities; this weak statement can refer as easily to the ideas underlying the games as the expression of same. The inferences to be drawn from this question cannot overcome the missing similarity of expression between the two works. Much more compelling evidence against a finding of Space Invaders as a pre-existing work is the testimony of the creator of Bandai’s Galaxian, one Maniwa, that the shape and design of the Space Invaders characters are not, in his opinion, similar to those of Midway’s Galaxian.
. Even if this court’s resolution of the rebuttal issue were erroneous, this court would find only that the question of rebuttal remained one for the trier of fact, not that defendants had successfully rebutted the prima facie weight accorded plaintiff’s certificate. There is ample evidence in the form of deposition testimony by the Namco employee who created the Galaxian work as to the originality of the work. Thus, at a minimum and in the alternative, this court finds that plaintiff has made a sufficient showing of originality of its work to support the issuance of a preliminary injunction. As previously indicated, the court believes that this determination adequately disposes of Bandai’s argument that Midway’s copyright, should not be enforced because Midway failed to disclose Space Invaders as an allegedly preexisting work. One cannot be faulted for failing to disclose that which is not a preexisting work. Even were Space Invaders a preexisting work, Bandai has failed to introduce any evidence that Midway’s failure to disclose was knowing or intentional. Defendants only point to the fact that Midway, on attorney-client privilege grounds, instructed the person who completed and filed the copyright applications not to answer questions as to what an attorney for Midway told him relative to the information contained in the applications. From this, defendants wish this court to infer that Midway is desperately trying to hide something.
The deposition in question took place in March of this year. This court has not been made aware of any motion to compel discovery on this point. Nor does this court recall any discovery taken of Midway employees directly on the issue of Midway’s knowledge of preexisting works. Given these omissions by the defendants, it is a little late in the day to ask this court to draw adverse inferences from Midway’s assertion of the attorney-client privilege. The withdrawal of the Space Invaders issue from this case does not, of course, preclude Bandai from presenting at trial evidence of other pre-existing works regarding Galaxian.
. The two sets of aliens are not literally identical. Identity of expression is not, of course, required for a finding of infringement. Moreover, the
Atari
case cautions that dissimilarities stemming from the different media in which the works appear should not inhibit a finding of infringement.
Atari,
. For example, Bandai notes the differing colors of the two sets of aliens, the smaller number of background dots in the Bandai game and the fact that they are all one color, etc.
. Bandai has provided voluminous notes, diagrams, drawings and the like as evidence that it independently designed and created both of its games. This evidence may show that defendants did not duplicate Midway’s works as if by the use of a photocopy machine. The absence of such outright duplication is clear, however, from a comparison of the works in question. The record of the steps necessary to translate a game concept into the handheld video game medium does not establish independent creation of the game’s characters, sounds, sequences, etc. Defendants’ evidence may prove independent creation of the physical elements of their games and computer program but this is not probative of whether defendants engaged in anything other than a translation of plaintiff’s works into another medium. It is not as though defendants introduced documentary evidence showing, for example, design of their game prior to publication of Midway’s works. In short, Bandai’s evidence depicts only creation, not independent creation. Even the infringer who traces the outline of another’s work must move his own hand across the page. Defendants’ evidence bears on the mechanics of devising an audiovisual display,
not
on the creation of the audiovisual work itself.
Cf. Durham Industries,
. The
Krofft
court provides a test for determining whether idea and expression differ: “If, in describing how a work is expressed, the description differs little from a
simple
description of what the work is, then idea and expression coincide.”
Krofft,
. In contrast, the work in the
Universal Athletic
case involved only the very minimal creativity inhering in stick figure drawings. This in part resulted in the Third Circuit’s finding that there could be no substantial similarity between the works.
.
See
note 11
supra; Knickerbocker Toy,
. As has been stated throughout this opinion, the Third Circuit draws a distinction between substantial similarity for purposes of copying and for purposes of appropriation. The inquiry as to each is different. Thus, there is no inconsistency in this court’s granting summary judgment on the substantial similarity question for copying purposes while simultaneously denying it for appropriation purposes.
The court wishes to make clear its belief that, on the basis of the record and applicable law, Midway has unquestionably made a sufficient showing of likelihood of success on the merits to justify the grant of a preliminary injunction. Furthermore, as to the other requirements for a preliminary injunction, the court believes that the discussion of them in connection with Packri Monster infra is equally applicable here. The court declines to enter a preliminary injunction as to Galaxian only because it appears to be unnecessary, Bandai having ceased selling that game some time ago. Should plaintiffs later demonstrate the renewed need for such injunctive relief, it will issue as a matter of course on the strength of the findings contained in this opinion.
. Preliminarily, it should be noted that much of the same legal analysis employed by the court with regard to the Galaxian claim is applicable here. Where appropriate, reference will be made to such preceding discussion in the interests of brevity and efficiency.
. Midway has also supplied deposition testimony of one Iwatani, the Namco employee who created Pac-Man’s game idea and rules as well as its characters. Iwatani stated that these were his personal creation, developed through his own efforts, and that he did not base PacMan’s characters on the alleged preexisting works identified by Bandai.
. The court recognizes that Bandai challenges the copyright validity of these elements; nonetheless, the points of possible protection must be identified for purposes of comparison with the allegedly preexisting works.
. Defendants furnished a poor quality xerox of a brochure regarding Head-On. It is impossible to glean from this xerox what degree of similarity exists between Head-On and PacMan.
. Naturally, were this finding erroneous, the court would still hold that plaintiff had shown a likelihood of success as to whether Kyutaro was a preexisting work.
. To merely conclusorily state that in PacMan the combination of old elements itself was copyrightable would be unavailing. Since PacMan is primarily an unprotectable game, those elements of the work entitled to protection must be separated out.
. In particular, the substantial nature of the musical theme cannot be denied. Evidence was presented showing that Pac-Man’s opening melody has been incorporated in a popular song about the game. This song has achieved great commercial success resulting in royalty fees to Midway.
. Thus, Bandai’s game cannot exactly depict either character actually consuming the other, nor can the bogey change color to signal vulnerability. Instead, when the monster is eaten by a bogey, it appears briefly inside of the latter. A bogey’s vulnerability is signaled by the steady appearance of a monster within it. When a bogey’s vulnerability is about to end, the monster outline flashes on and off, simulating the flashing color changes of a Pac-Man ghost whose helplessness is drawing to a close. Most significantly, when a bogey is consumed by a monster, it disappears and then rematerializes in the bogey room, a virtual reproduction of the same sequence in Pac-Man.
. The creator of the Bandai game merely asserts that its music was based on his own feeling.
. The only meaningful difference between the sequences is that in Pac-Man, the pursuing Pac-Man figure appears as larger than normal whereas in Packri Monster, the pursuing monster is the normal size. This difference is most likely due to the difficulty or impossibility of varying the size of the characters in the hand-held medium.
. Assuming that Midway is not the owner thereof.
. Should Bandai at trial introduce evidence showing derivation of its particular sequence from a source other than Midway, it may move the court to reconsider this grant of summary judgment as to the copying of the cartoon sequence issue.
. In this connection, it should be remembered that defendants’ argument of copyright misuse will turn in the first instance on whether there were preexisting works to Pac-Man. Furthermore; as noted previously, Bandai has not adduced evidence that Midway knowingly or intentionally failed to disclose the preexisting works, if any, to the Copyright Office. Finally, Bandai has not demonstrated that it suffered prejudice or that the copyright would be invalid if such preexisting works are found. Indeed, it cannot prove that the copyright would be totally invalid in any event since this court has found other elements of originality in the copyright. Defendants’ misuse argument must, at a minimum, abide the outcome of the preexisting works determination.
. Although dissection is disfavored on the issue of substantial similarity going to appropriation, the ordinary observer test must descend into detail where necessary to distill the protectable elements of a work.
Atari,
. An examination of the Universal Athletic factors — degree of originality, nature of audience, etc. — strengthens Midway’s case as to Pac-Man. See discussion of these factors in Galaxian section of this opinion supra.
. Plaintiff has shown a strong likelihood of success on the merits as to those elements of the game whose protection under copyright law is unquestioned. Since success on these elements alone would lead to a finding of copyright infringement, a preliminary injunction is warranted.
. Indeed, if any of this court’s decisions granting summary judgment on certain issues is in error, the court would nonetheless still find that plaintiff had made a sufficiently strong showing on that issue to support a preliminary injunction.
. That defendants were able to import their game in the face of an ITC exclusion order regarding the mark “Galaxian” is irrelevant insofar as plaintiff has asserted, and Bandai has not contested, that the order was directed only at arcade games bearing that mark. Defendants do not directly contest plaintiffs ownership of the mark; they do not challenge Midway’s assertions of prior and continuous use of the mark in the United States.
. Preliminarily, it must be noted that there is no requirement that a plaintiff produce strong evidence on
each
factor. This follows from Third Circuit case law recognizing that one of the factors, actual confusion, need not be shown at all.
United States Jaycees
v.
Philadelphia Jaycees,
. Plaintiff has also introduced evidence that in Japan, defendants have referred to their games as the Galaxian arcade game made portable, etc. Closer to home, it should be noted that the February 1981 issue of Toy & Hobby World magazine contains a picture of Bandai’s Galaxian game and the caption “Today’s most popular arcade game Galaxian is now available in this portable version...” P. 114. (Emphasis added). This appears to be part of a Bandai press release published by the magazine.
.
See Estate of Presley v. Russen,
. It is worthy of note that the arcade games in essence “sell” themselves to the consumer of arcade services. One interested in playing arcade games seeks them out in their increasingly more ubiquitous dens; it is the person actually in the arcade to whom Midway’s “advertising” efforts — through gaudy cabinet decorations and the attract mode giving a free sample of the game’s play — are directed.
. See 3 Nimmer § 12.04[A], p. 12-40^1.
