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9:34 AM | Posted in , , ,

Hochstein et al. v. Microsoft et al.
United States District Court for E.D. Mich.
Case No. 04-cv-73071, Filed August 11, 2004

On June 22, 2009, the day before trial began, the judge in this patent infringement case made a key decision by opting to use the special master’s construction of a disputed claim.

In 1991, Peter Hochstein and Jeffrey Tenenbaum came up with the idea of communicating live while playing the same video game in separate locations. They patented the technology for doing so in 1994. In 2002, Microsoft released Xbox Live, a gaming service that also allows users to communicate while playing the same game. Sony also released similar capabilities for PlayStation 2. In 2004, Hochstein, Tenenbaum and Harold Milton, Jr. (an assignee of the patent) brought a patent infringement suit against Microsoft and Sony alleging that the voice and data communications technology used in the gaming systems infringed on the patent claims. For relief they sought a permanent injunction and treble damages. Sony settled its suit in April 2009, leaving Microsoft as the only remaining defendant.

While U.S. Patent No. RE36,574 is also asserted, the primary patent at issue is U.S. Patent No. 5,292,125, which is for an “apparatus and method for electrically connecting remotely located video games.” See representative claim 1:



1. A video game communication assembly (100) for communicating command signals between a local video game (28) having at least two player ports (A, B), at least one set of player controls (20), and at least two operating modes, and at least one remote video game (30) through a medium (110) capable of transmitting a plurality of data signals and voice signals, said assembly (100) comprising:


control means (106) for controlling command signals received from a set of player controls (20) of the local video game (28) and for creating communication signals;


modem means (114) for bilaterally transmitting said communication signals between said control means (106) and at least one remote video game (30);


first port means (112) for bilaterally transmitting said communication signals between said control means (106) and said modem means (114), said assembly (100) characterized by


said control means (106) including transit time means (126) for determining the amount of time required for said communication signals to travel between said first port means (112) and the remote video game (30).


After years of discovery, last fall Microsoft alerted the court that some claims still needed to be construed before trial began. Microsoft submitted its motion for construction of claim 39 in February 2009. See claim 39:



39. A video game communications circuit for communicating command signals between a local video game having at least two player ports (A, B), at least one set of player controls (20), and at least one remote video game (30) in a medium capable of transmitting plurality of data signals and voice signals, said circuit comprising:


a first microprocessor (140) electrically connected to one set of player controls (20), two player ports (A, B) and an oscillating circuit (Y1, C2, C3, R2);


two player port logic circuits (108, 124) electrically connected between said first microprocessor (140) and the two player ports (A, B);


a switch (150) connected to said first microprocessor (140) having at least two positions;


a modem circuit (114) electrically connected to said first microprocessor (140) for bilaterally transmitting communication signals to and from said first microprocessor (140);


a voice over data circuit (134) for filtering voice signals from communication signals and for transmitting both to said modem circuit (114); and


communication couplers (L1, L2) for connecting said voice over data circuit (134) to the medium of communication.


Microsoft wanted the claim to be construed to mean that the “video game communications circuit” and its associated components were separate and distinct from the video game computer to which the circuit is attached.


Microsoft argued that a distinction between the claimed apparatus and its video game computer was expressly reflected in claim 39, which asserts that the video game communications circuit is not the local video game, but instead, a separate circuit that connects to the local video game. ‘Plaintiffs want to collapse this distinction and ignore the claim's clear direction as to where particular components must be located — i.e., in a separate apparatus, and not in the video game computer itself,’ Microsoft argued in its motion.


In May, the special master to whom the matter was referred issued his report and recommendations, denying Microsoft's proposed limiting construction. Instead, he construed “video game communication circuit” to mean “a circuit operatively associated with a local video game and at least one remote video game without limitation as to such circuit's physical location or attachment to the local video game.” Microsoft objected to the master’s recommendations, but the court granted plaintiffs’ motion to adopt the recommendation anyway, dealing Microsoft a blow right before trial.


Read the court's claim construction order here.

A couple side notes:

This is the same case where Microsoft got in trouble for wasting the court’s time by filing an objection to discovery because of a typo Hochstein made in the discovery request. In February 2009, Hochstein deposed a Microsoft employee, Ms. Mason, about Xbox marketing and then filed a formal request for all marketing documents related to Xbox “including but not limited to all such documents identified by Ms. Mason at her February 12, 2008 [sic] deposition.” Microsoft responded five weeks later with general objections, including “Microsoft objects to this request as vague in that Ms. Mason’s deposition took place in 2009, not in 2008.” Over the next week, Microsoft proceeded to provide over 140,000 documents to Hochstein without any index.

The court, upset by Microsoft playing dumb in its written response, said the frivolous objection to an obvious, harmless typo was a waste of time for all the parties involved. The court issued a separate order directing Microsoft to explain why its counsel shouldn’t be sanctioned “for unreasonably and vexatiously multiplying the proceedings.”

Microsoft’s five week delay and “document dump” less than two months before trial also annoyed the court. The court ordered Microsoft to provide an index of the marketing documents within one week and barred Microsoft from introducing the marketing documents against Hochstein or contesting the admissibility of the marketing documents at trial.

Read the court’s discovery order here.

Also, in January 2009, Hochstein filed an almost identical suit as the one discussed here (dubbed Hochstein I), again brought against Microsoft and Sony. According to the complaint, during a Hochstein I pretrial conference in January 2008, the parties discussed whether the defendants’ new game consoles (Xbox 360 and PlayStation 3) should be litigated in Hochstein I or a separate lawsuit. Hochstein filed this complaint to adjudicate the possible infringement of the new products separately.

Read the Hochman II complaint here.

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12:26 PM | Posted in , ,
Zynga Game Network, Inc. v. John Does 1-50
United States District Court for N.D. Cal.
Case No. 3:09-cv-02744-BZ, Filed June 19, 2009


Zynga, the popular online social gaming company, has filed yet another lawsuit. Much like its suit against John Does 1-5, Zynga is again going after website operators infringing on its ZYNGA trademark. This time, however, Zynga has a problem with more than just the domain names.

One of the games Zynga operates is Texas Hold ‘Em Poker which uses virtual “chips.” Players get a set amount of chips when they first sign up and then may win more through game play or purchase more from Zynga. Zynga alleges that the defendants operate sites that sell virtual chips that can be used in the game for real world money, an act that Zynga’s Terms of Service expressly forbid.

The defendants are unnamed “John Does” for the time being because they “registered their domain names using the Domain by Proxy privacy protection service, preventing Zynga from accessing the name and contact information Defendants used to register the domain names.”

Examples of the domain names, some of which include Zynga’s mark, are: 123chips.net, facebookchips.com, and zyngachips.org.

Zynga alleges 7 causes of action for which it’s seeking an injunction and damages:





  1. Trademark Infringement – False Designation of Origin Regarding the Mark ZYNGA: The complaint alleges that consumers may be confused or misled into thinking a connection exists between Zynga and the defendants by the defendants’ use of the ZYNGA mark.


  2. Trademark Infringement – Federal Cybersquatting Regarding the Mark ZYNGA: The complaint alleges that the defendants registered domain names with the bad faith intent to profit from use of the ZYNGA mark.


  3. California Statutory Unfair Competition: The complaint alleges that by using the ZYNGA mark and selling the virtual chips required for the game the defendants are attempting to trade on Zynga’s goodwill and have gained an unfair advantage.


  4. Common Law Trademark Infringement of the Mark ZYNGA: The complaint alleges that the defendants’ use of the ZYNGA mark causes confusion or deception as to the source of, and authorization for, the defendants’ products in violation of California common law.


  5. California Common Law Passing Off and Unfair Competition: Zynga is seeking punitive damages for the defendants’ allegedly intentional and malicious actions which Zynga says resulted in an unfair advantage.


  6. Breach of Contract: Zynga claims the defendants agreed to be bound by the game’s Terms of Service by participating in the poker game. “By selling ‘chips’ for use in the Game through the Infringing Websites, and by using the Game itself to transfer the ‘chips’ they sell, Defendants have breached the Terms of Service, which specifically prohibit Game users from exchanging ‘chips’ “for ‘real-world’ money or otherwise exchange items for value outside of the Game.”


  7. Intentional Interference with Contractual Relations: Zynga alleges that the defendants intentionally acted to induce consumers to breach their contracts with Zynga by selling chips without authorization at a lower price than Zynga offered and by distributing the chips in a manner prohibited by the Terms of Service.


Read the full complaint here.

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7:44 AM | Posted in , ,
From Law360:

An entertainment licensing company has begun legal combat with bankrupt video game producer Midway Games Inc. over the licenses for movies, television shows, live action productions and other properties based on the blockbuster game "Mortal Kombat."

Threshold Entertainment Inc. filed an adversary complaint Wednesday in the U.S. Bankruptcy Court for the District of Delaware challenging Midway's proposed $33 million sale of substantially all of its assets, including all previously released titles and games based on the hit Mortal Kombat series, to Warner Bros. Entertainment Inc. That deal was announced in late May.

Threshold claims that it holds perpetual exclusive rights to develop derivative works in film and television based on Mortal Kombat as well as rights to licenses on certain characters that appear in both the video games and the films and TV series based on them.

Its a peripheral issue, so I doubt we'll track it closely, but will let you know if anything significant comes of it...

Here's the complaint.
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10:04 AM | Posted in , ,
Zynga Game Network, Inc. v. Playdom, Inc.
United States District Court for N.D. Cal.
Case No. 3:09-cv-02748-EMC, Filed June 19, 2009


We recently wrote about Zynga, the developer of online social games, bringing a claim in the beginning of June against John Does 1-5 because of the defendants’ use of a domain name that allegedly infringed on Zynga’s trademark. Zynga has filed a similar suit, this time against Playdom for trademark infringement of one of Zynga’s most popular games, Mafia Wars. Playdom is also a social gaming company with its game Mobsters being the top game on MySpace.

According to the complaint, on June 12, 2009, one of Zynga’s employees came across an advertisement on Facebook that was marketing Playdom’s game Mobsters using the Mafia Wars trademark. The advertisement in controversy says in large text: “Like Mafia Wars?” and beneath that shows a picture of a gangster with small text saying: “Click here to play Mobsters. Its [sic] got henchmen, mini games, message boards and sophisticated style.” The complaint states that the ad doesn’t display the Playdom name or trademark and doesn’t make clear whether the ad is for Mobsters or Mafia Wars. If a user clicks anywhere on the ad, including on the name Mafia Wars, a window opens to install the Mobsters game, but nowhere is the Playdom name or trademark shown. Zynga apparently contacted Playdom after learning of the ad and asked them to stop using the Mafia Wars trademark. Playdom changed the ad to say “Like Mafia Games?” for some period of time but then changed it back to the original and has refused to take it down.

Zynga alleges that the ambiguity of the ad may cause users confusion about which game is being advertised and may lead users to believe that Zynga endorses or sponsors Playdom. The complaint states that Playdom has intentionally acted to deceive the public and divert business away from Zynga. Zynga claims relief for Trademark Infringement, False or Misleading Designation of Origin, and False Advertising under the Lanham Act as well as False Advertising and Unlawful Business Practices under the California Business & Professions Code. Zynga is seeking an injunction to stop Playdom’s use of its trademark, “corrective advertising to dispel the confusion” created by use of the trademark, and a monetary award for lost profits and Playdom’s “ill-gotten” gains.

Read the full complaint here.
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9:21 AM | Posted in , ,
Blizzard Entertainment, Inc. v. In Game Dollar, LLC
United States District Court for C.D. Cal.
Case No. SACV07-0589-JVS, Filed May 22, 2007, Settled January 28, 2008


On May 22, 2007, Blizzard Entertainment, the creator and operator of the popular MMORPG World of Warcraft, brought suit against In Game Dollar (IGD). IGD was the parent company of www.peons4hire.com which offered power-leveling and virtual gold-selling services. Power-leveling allows a player to pay to have his virtual character advanced to the agreed-upon level by a third party using the player's account. Virtual gold sales consist of a player paying real-world money then having his virtual character meet the merchant’s character in-game to transfer the virtual gold. IGD advertised its services in the game by constantly sending spam messages to players though WoW’s chat system.

Blizzard alleged that IGD’s services and aggressive in-game marketing via chat spam diminished players' game experience and cost Blizzard subscribers, bandwidth, employee time, and revenue. Blizzard further stated that IGD’s actions violated Blizzard’s End User License Agreement and Terms of Use. The lawsuit was brought on six grounds:
  1. Violation of the Computer Fraud & Abuse Act


  2. Violation of the California Computer Data Access & Fraud Act


  3. Intentional Interference with Contract


  4. Trespass to Chattels


  5. Unjust Enrichment


  6. Unfair Competition

IGD decided to avoid prolonged litigation and essentially agreed to shut down its business in exchange for Blizzard not seeking monetary damages. The case was settled on January 28, 2008 with the court issuing a Consent Order. The order consisted of a permanent injunction preventing IGD from engaging in any future WoW virtual asset sales or in-game marketing communications.

The blog Virtually Blind provided an analysis of the case and found that Blizzard “has taken what is arguably the most aggressive legal stance in the industry against gold farmers, chat spammers, third-party bot providers, and others who violate World of Warcraft’s Terms of Use and End User License Agreement. The company’s actions have been widely praised both by players and by commentators who follow legal issues in games and virtual worlds.” Virtually Blind saw the settlement as further recognition of virtual property by the court system.


Because this was a settlement rather than a court decision on the merits, the result doesn’t serve as binding precedent. Still, the result of forcing a gold spammer to cease operations within a game has acted as a major milestone.

Read the full Complaint here.

Read the full Consent Order here.
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12:27 PM | Posted in , ,
Nintendo of America v. Daniel Man Tik Chan
United States District Court for C.D. Cal.
Case No. 2:09-cv-04203-JFW-PLA, Filed June 12, 2009

Nintendo of America (NOA) has filed suit against Daniel Man Tik Chan and Inspire Electronics for violation of the Digital Millennium Copyright Act, copyright infringement, trademark infringement, and unfair competition.


NOA is the wholly-owned subsidiary of Nintendo Co. Ltd. responsible for the marketing and sale of Nintendo products in the Western hemisphere and for enforcing Nintendo’s intellectual property rights worldwide (except Japan).

According to the complaint Daniel Man Tik Chan is the owner, President or CEO of the other defendant Inspire Electronics and does business as Inspire Technologies and Inspiretech Electronics as well as on the websites www.dselite.com, www.thedsdeals.com, and www.inspiretech.com.

NOA alleges that the defendant sells devices “designed to circumvent the technological security measures built into” Nintendo’s DS handheld video game systems. The accused devices, referred to in the complaint as “Game Copiers” are “commonly used to play illegally downloaded pirated copies of Nintendo DS video games on the Nintendo DS.” The Nintendo DS is Nintendo's popular dual-screen handheld portable video game system featuring a clamshell design with two LCD screens inside, the bottom one a touchscreen.

The complaint states that Nintendo is the target of a lot of intellectual property piracy because of the immense popularity of its games and systems. In addition to registering its intellectual property rights, the company builds protections into its systems and software. The Nintendo DS contains design-based protection in that the system will only play game cartridges that fit, with a certain size and matching electrical components. Nintendo also has a technological security measure where commands are exchanged between the system and game card inserted into the system. Copyrighted programs are repeatedly accessed and copied during the use of the system. So even if the game card fits, passing the design-based measure, if the game card doesn’t have the software necessary to pass (or circumvent) the technological security measure, the game can’t be played.

The defendants’ accused devices consist of two parts: 1) the game card itself (referred to as the “Game Copier Card”), which substantially matches the DS cartridges so it passes the design-based measure, and 2) a portable memory device (or instructions to purchase one) that can hold hundreds of illegally pirated DS games that can be inserted into the Game Copier Card for unauthorized play that passes the second measure. When the Game Copier Card is used as instructed by the defendants, Nintendo’s trademark appears on the screen. NOA alleges this may confuse users into thinking they are using an authorized copy of the game.

On June 1, 2009, NOA alerted defendants that they were infringing on NOA’s IP rights and ordered them to cease their infringing operations, but the defendants failed to respond.

NOA brings four causes of action in this suit:


  1. Violation of the Digital Millenium Copyright Act:

    NOA alleges that the defendants’ willfully violated the DMCA because their actions fell into at least one of the categories listed in 17 U.S.C. § 1201 (a), Violations Regarding Circumvention of Technological Measures:

    (1) (A) No person shall circumvent a technological measure that effectively controls access to a work protected under this title.

    (2) No person shall manufacture, import, offer to the public, provide, or otherwise traffic in any technology, product, service, device, component, or part thereof, that:
    (A) is primarily designed or produced for the purpose of circumventing a technological measure that effectively controls access to a work protected under this title;
    (B) has only limited commercially significant purpose or use other than to circumvent a technological measure that effectively controls access to a work protected under this title; or
    (C) is marketed by that person or another, acting in concert with that person with that person’s knowledge for use in circumventing a technological measure that effectively controls access to a work protected under this title.

  2. Copyright Infringement

    NOA alleges that the defendants’ actions “constitute the vicarious or contributory reproduction, preparation of derivative works, distribution, and inducement of the same, in violation of Nintendo’s exclusive rights in its copyrighted works under 17 U.S.C. § 106.”

  3. Trademark Infringement

    NOA alleges that the defendants violated the Lanham Act, 15 U.S.C. §§ 1114, 1125 (a) because they cause the Nintendo trademark to appear on the DS without Nintendo’s authorization. The complaint says the defendants violate § 1114 because they used a “reproduction, counterfeit, copy, or colorable imitation” of NOA’s registered trademark in commerce which is likely to cause confusion or to deceive. The defendants allegedly violate § 1125 (a) because use of the trademark is a false or misleading representation, likely to cause confusion or deceive the user as to the origin or approval of the goods provided.

  4. Unfair Competition

    Nintendo also alleges that the defendants have willfully and persistently violated the California Business and Professions Code section 17200 et seq.
Nintendo is seeking a preliminary and permanent injunction and monetary damages.

Read the full complaint here.

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9:02 AM | Posted in ,
Sitrick v. DreamWorks, LLC et al.
516 F.3d 993 (Fed. Cir. 2008)


This case, decided February 1, 2008, emphasizes the importance of enablement in determining the validity of patent claims, specifically when a patent owner is advocating a broad claim construction.

At issue were two patents, U.S. Patent Nos. 5,553,864 (the ’864 patent) and 6,425,825 (the ’825 patent), owned by David Sitrick, an individual inventor. These patents claimed the process of integrating user-generated audio and video into pre-existing video games and movies, so the user could incorporate his voice and image into the medium.

The basic premise of the invention is that a controller, called an Intercept Adapter Integration System (IAIS), would “intercept address signals coming from the video game apparatus and going to the game card or storage card. If address signals correspond to the character functions that are to be replaced with a user image, the IAIS reconfigures the signals so that when the signal gets to the game card or storage card, the user image is substituted for the predefined character image.” Sitrick v. DreamWorks, 516 F.3d 993 (Fed. Cir. 2008). For example, the process of intercepting the signal for a video game character and substituting it with the user-made voice and image could be used to create a personalized character.

Sitrick brought this patent infringement suit against DreamWorks and other DVD producers and distributors for their use of the allegedly infringing product ReVoice Studio which allows users to integrate their own voices into pre-existing video images on the DVD. The District Court for the Central District of California granted summary judgment of non-infringement for the defendants after finding the asserted claims to be indefinite and invalid for lack of enablement as to movies. The issue on appeal was whether the asserted claims were fully enabled as required by 35 U.S.C. 112 ¶ 1. The Federal Circuit affirmed the District Court’s ruling, agreeing that the claims were not enabled.

The first key decision the court made was regarding claim construction. The defendants urged the district court to adopt the narrow construction that the patent claims only covered video games (and therefore, their use of ReVoice with movies alone would not be infringement). Instead, the court construed the claims broadly, as Sitrick requested, covering both video games and movies. After determining that the claims included movies, the court engaged in an enablement analysis.

According to the enablement requirement of 35 U.S.C. 112 ¶ 1, a patent’s specifications must contain “a written description of the invention, and of the manner and process of making and using it, in such full, clear, concise, and exact terms as to enable any person skilled in the art to which it pertains, or with which it is most nearly connected, to make and use the same.” This requirement is met if the skilled person can read the patent specifications and then use the invention without “undue experimentation.” Sitrick, 516 F.3d at 999 (quoting AK Steel Corp. v. Sollac, 344 F.3d 1234, 1244 (Fed. Cir. 2003)). The full scope of the claimed invention must be enabled. Id. (citing Auto. Techs. Int’l, Inc. v. BMW of N. Am., Inc., 501 F.3d 1274, 1285 (Fed. Cir. 2007)).

Therefore, a patent owner who chooses broad claim language must make sure the expansive claims are fully enabled. Courts don’t want patent owners to be able to claim protection for more than what they clearly designed/invented, so courts won’t be sympathetic to a patentee who fails to enable a patent when he could have just claimed the invention more narrowly. Here, because the broad patent claims covered video games and movies, the patent specifications needed to fully describe how the invention would work for movies as well as video games.

The patent specifications mentioned how the patent would be applied to movies, but the defendants’ experts showed they weren’t clear enough so that a person trained in the art would be able to replicate the patent process of substituting or integrating user images for pre-existing characters in a movie “without undue experimentation” – likely because it would be so hard to do. The IAIS/invention intercepts signals regarding the pre-existing medium and substitutes the user-generated audio and/or visual images. This works well for substituting personalized characters in video games because the characters are separately controlled functions from the rest of the game. As the district court recognized, “[m]ovies do not have easily separable character functions, as video games do” and movie characters cannot be selected and analyzed, so it would be hard to intercept a specific signal and replace it with the user-created image. Sitrick, 516 F.3d at 1000. Movie characters are inseparable from the surrounding images. The defendants’ experts effectively showed that the techniques that would be used for intercepting & substituting characters in a videogame would be of no use for doing the same in a movie.

Sitrick’s expert did not create a genuine issue of material fact (which would defeat summary judgment for the defendants) because he equivocated on whether the integration and substitution could be done in movies, and he admitted that he was not an expert in movie-making. Enablement has to be judged by someone skilled in the art.

The Federal Circuit swept aside Sitrick’s argument that the court didn’t fully consider the patents’ explanations/teachings with respect to video games by saying that the patents’ clear specifications for enabling videogames were irrelevant; the enablement requirement was not met unless the patents were enabled for both embodiments of the claim – videogames and movies.

A second point in controversy between the parties concerned the claim construction for Sitrick’s voice synthesizer process of the ‘864 patent and the meaning of “model” as it was used in claim 54: “the user voice parameter data is input as a model to a voice synthesizer.” The court required that the synthesized voice produce an entirely synthetic voice saying new words, not simply a playback of the user’s sample. The court found that given its claim construction, the ’864 patent failed to enable modeling a voice for reproduction by a voice synthesizer.

Overall, the court held that the defendants met their burden of proving by clear and convincing evidence that one skilled in the art wouldn’t be able to replicate the processes in the specifications without undue experimentation. Therefore, the patents were not fully enabled with respect to the full scope of the asserted claims, and the patents were therefore invalid.

So what does this case mean for future patent validity cases? The IP Law Blog suggests that, while obviousness based on prior art is used more often, lack of enablement may be becoming a stronger tool for invalidating patents. It further notes that “[s]ome commentators have questioned whether the Federal Circuit is setting the enablement standard too high.” Unfair standard or not, the consensus seems to be that complete enablement and accurate claim construction are crucial to winning a patent validity contest. If you’re seeking broad claims (during prosecution) or requesting a broad claim construction (in litigation), you darn well better make sure you’ve got the entire scope of your claims enabled in your specification, precisely and in detail. However, it's a bit of a double edged sword: one the one hand you have narrow claims that are hard to read on alleged infringers; on the other hand you have broad claims susceptible to an invalidity attack based on lack of enablement of the full scope of the claims.

For further information and analysis on this case, see commentary at Patently-O Blog and The IP Law Blog.

Read the full opinion here.
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12:11 PM | Posted in , ,
Don Rubin v. Apple Inc.
United States District Court for N.D. Cal.
Case No. 3:09-cv-02607, Filed June 9, 2009

A puzzle inventor has filed suit against Apple for allegedly using one of his puzzles as the basis for an iPhone application without authorization.

Don Rubin, dubbed by The World Almanac as “America’s premiere puzzlemaster,” contends that Apple has infringed on one of his copyrighted puzzles with its iPhone app ParkingLot. According to the complaint, Rubin created and published the original sliding block parking lot puzzle (see image at left), titled Lots of Luck, “on or before October 1, 1977” and since then came up with five derivative versions of the game. The complaint further states that the puzzle has been registered with the Register of Copyrights as a contribution to a serial publication and in various other forms numerous times since 1977. The puzzle and its authorized derivations have been published in hundreds of periodicals worldwide since its creation. Rubin asserts that his weekly puzzle column entertained 15 million readers from 20 countries per week and led to a volume of responses so overwhelming that the U.S. Post Office in Chicago “gave Don his own zip code.”

According to the grandmaster of sliding block puzzles, Edward Hordern, “[a] sliding block puzzle consists of a group of pieces of any shape(s) enclosed within a confined area, in which the purpose is to rearrange the pieces either into a certain order or to get a particular piece to a specified position. This is accomplished by sliding the pieces or “blocks” —hence the name sliding block puzzles — usually one at a time into areas not occupied by other pieces. The lifting of pieces is never allowed — nor must they hop or jump over other pieces.”

The complaint alleges that the ParkingLot application, introduced on January 1, 2008 and now one of the iPhone’s best-selling apps, copies Rubin’s puzzle “in all material respects.” Both Lots of Luck and ParkingLot are restrictive movement sliding block puzzles set in a parking lot, the complaint states. In both games, players work to move the arrangement of cars in a grid, or “parking lot,” to free a main target car so it can exit the lot.

Rubin is requesting a preliminary and permanent injunction to enjoin Apple from infringing the copyright, thus preventing publishing, selling, marketing, or otherwise disposing of copies in any format of the game. Rubin is also seeking damages from the infringement to account for gains, profits and advantages that Apple received through its use of ParkingLot.

As another piece to the puzzle (pun intended?), the complaint also names Quetouch.com as a party of interest. A quick search of Quetouch.com revealed that Quetouch is the developer of ParkingLot. According to its website, ParkingLot was “[i]nspired by Mr. Yoshigahara's invention.” After further investigation, it turns out Mr. Nobuyuki ‘Nob’ Yoshigahara, a famous puzzle columnist from Japan, was the inventor of the game Rush Hour. Both Lots of Luck and Rush Hour require a user to move car pieces backwards and forwards to clear a path for the target car to exit the grid, but Rubin’s game takes the form of a picture puzzle while Rush Hour is a physical version of the sliding block puzzle. Rush Hour, produced and marketed by Thinkfun (formerly Binary Arts), was supposedly created by Nob in the late 1970’s and introduced into the U.S. in 1996. Nob commercially licensed Rush Hour and other puzzle designs to Thinkfun. Click here to see the design patent issued to Thinkfun in 1998 regarding Rush Hour.

The blog Puzzling iPhone shows that there are many apps besides ParkingLot that are restricted movement sliding block puzzles. Perhaps Rubin focused on ParkingLot because it has earned more revenue as one of the most popular apps and that may result in him receiving larger monetary damages. The blog also mentions the issue of sliding block iPhone app developers not acknowledging the original designer of the puzzles the games are based on. But in its push for attributing credit to the real creator of the game, the site refers only to Rush Hour and Nob, not Rubin’s picture puzzle. So where did the idea for a puzzle based on maneuvering a trapped car out of a parking lot truly first originate?

All of this might not even matter, depending on where you draw the line between an idea and an expression of that idea. Copyrights only provide protection for actual expression of an idea; not to the underlying idea itself. This is rooted in the First Amendment and freedom of expression. If there was any copying, a court will likely consider whether the alleged infringer actually copied artwork and graphics, or did the alleged infringer merely use the IDEA of a sliding block puzzle in the theme of a parking lot, yet create new artwork and source code to implement that IDEA? Also keep in mind that copyrights provide NO protection for functional or utilitarian aspects of works, so the plaintiff will have a hard time relying on any similarity of rules, placement of vehicles, possible moves, etc., because those are likely to be considered functional considerations.

Read the full complaint, which includes an example of Rubin’s puzzle, here.
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3:16 PM | Posted in , ,
Prime Table Games, LLC v. National Table Games Corp.
United States District Court for S.D. Miss.
Case No. 3:09-cv-346HTW-LRA, Filed June 11, 2009

Prime Table Games is the creator and marketer of gambling games that are generally intended for use in casinos but can also be played in other formats such as video and remote games. Prime owns U.S. Patent No. 6,503,145, issued January 2003, which describes a method for a poker "casino game with multiple playing modes and wagering options." According to the patent, the game is supposed to be a player-friendly version of showdown poker that operates with little-to-no casino advantage.

The ‘145 patent abstract describes the game as such:
A casino game incorporates a first compulsory playing mode and one or more optional playing modes without a house advantage. Preferably, the first playing mode is a three-, five- or seven-card poker game against a payout scale based on the respective hand poker rank. Optional modes without a house advantage include head-to-head poker games against the dealer and poker games against other players. Side wager options are also available for high hands, thereby increasing player interest by providing a chance for a high payout.
Representative Claim 1 reads:
1. A method of playing a casino game, comprising: (a) receiving a first wager for a first playing mode, the first playing mode being compulsory; (b) receiving at least a second wager for at least a second playing mode, wherein the second playing mode is without a house advantage; (c) dealing hands of playing cards to a dealer and to at least one player, and resolving the first wager according to a poker rank of the player hand against a payout scale; and (d) resolving the second wager without a house advantage according to a poker rank of the player hand against one of (1) a poker rank of the dealer hand, and (2) a poker rank of another player hand.
Prime is suing National Table Games (formerly Gammax, Inc.), alleging that National's casino poker game Flop Poker, released March 2003, infringes the ‘145 patent. Prime alleges National knew about Prime's patent since at least mid-2004. According to National's website, the Flop Poker game is National's most popular and is used in casinos across the country.

We’ll keep you updated as the case progresses. Read the full complaint here.
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12:40 PM | Posted in ,

Fenner Investments, Ltd. v. Microsoft et al.
United States District Court for E.D. Tex.
Filed 1/5/07, Decided 3/16/09 (Opinion issued 6/3/09)

Background

This case revolved around Fenner Investment’s U.S. Patent No. 6,297,751, which describes a low-voltage joystick port interface.

Prior art joysticks used resistor-like devices called potentiometers to produce analog signals. These analog signals had to be transformed into digital signals to be read by a computer. An interface circuit interpreted the joystick’s analog signal to produce a responsive digital pulse which had a pulse width that corresponded to the joystick position. The computer would measure the width of the digital pulse to figure out the position.

Newly developed computer and video game systems require lower voltage (prior art joysticks and computers were electronically compatible, both operating at 5 volts), so they didn’t work with the interface circuits/joysticks anymore. Fenner’s patent solved that problem by creating an interface circuit that allowed the old, higher voltage joysticks to be used with the newer, lower voltage systems.

The “Pulse Width” Limitation
Fenner’s patent contains a limitation that requires an infringing product to produce ‘a single cycle of variation in the logical level of a signal, a width of the single cycle of variation, assessed in time or distance, represents a coordinate position of said joystick device.”

Fenner alleged that Microsoft’s Xbox controller and Nintendo’s Wii and GameCube controllers infringed on its patent. These controllers contain thumbsticks that operate by initial analog signals being translated into 8- or 10-bit digital signals (or “words”) that get sent to the console processor which interprets the digital word to calculate the corresponding thumbstick position.

Basically, Fenner’s invention works so that analog signals are represented by the width of a variation (pulse) in a digital signal, whereas defendants’ products require the full 8- or 10-bit digital word (made up of 1’s and 0’s) to give the joystick position. As an example of a digital word, “01100000” shows a two cycle “pulse” occurring toward the beginning of the 8-bit word.

Fenner argued that the defendants infringed simply because the accused products create a pulse with a width that can be measured and, based on the pulses, a joystick position can be determined. The defendants argued that the pulse widths alone are irrelevant and instead the entire digital word is necessary to determine the joystick position.

Claim Construction
The main issue here turned on the claim construction of the pulse width “representing” joystick position and whether that meant providing some information about the position (Fenner’s argument) or providing all information necessary to determine the position (Defendants’ argument). Relying on intrinsic evidence (i.e., the patent claims, specification, and its prosecution history before the United States Patent & Trademark Office), the court found that the claim required that the pulse must communicate all the necessary information to determine the specific joystick coordinate position.

Fenner also argued that “represent” meant that pulse width could be combined with other data, such as the position of the pulse in the 8- or 10-bit word, to indicate joystick position. The court rejected this argument based on the prosecution history and claim amendment language which indicated that only pulse width, not other data, was to be used to determine joystick position.

Summary Judgment – Direct Infringement
Using the above claim construction, the court found summary judgment appropriate because there was no genuine issue of material fact. Because Fenner’s patent relied on a pulse width alone to relate the joystick position, the defendants had not infringed on the patent. This is because, in the accused devices, the pulse widths alone are meaningless and say nothing about joystick position. The pulse widths simply describe the bits. It’s the 8 or 10 bits, read together, that actually give the position. A signal representing the series of two, three, or more “1's” in a row does express “a single variation of the logical level of a signal,” but it doesn’t give any position information without the accompanying “0's” that also make up the digital word.

Summary Judgment – Doctrine of Equivalents
Generally, patent protection is limited to what’s written in the patent claims. However, to ensure fair protection of patents, the doctrine of equivalents states that a patent may be protected even when another product or process does not literally infringe on the patent, as long as the infringing product or process is deemed to be equivalent. The doctrine of equivalents was formed so that copycats could not avoid patent infringement simply by making minor or trivial variations to the claims. For the doctrine to apply, the accused product must perform “substantially the same function in substantially the same way with substantially the same result” (referred to as the function-way-result, or FWR, test).

Fenner argued that the doctrine applied because the production of binary encoded numbers was equivalent to the production of pulse widths for determining joystick position. The court determined that Fenner’s interpretation wrongly wrote the “pulse limitation” out of the claim and disregarded the “way” part of the test by being so broad that it would include any digital signal no matter what “way” that it communicated position. The court further found that Fenner failed to show equivalence in the “way” the devices operate because in Fenner’s device, only the pulses, or “cycles of variation,” are used to determine joystick position whereas in the defendants’ devices the periods of no variation are just as necessary as the periods of variation (for creating an 8- or 10-bit digital word) to determine position.

The “Lower Source Voltage” Limitation
The court also faced a second issue of claim construction concerning the definition of the device parts, because certain parts of the accused products had to operate at a lower voltage in order to be infringing.

Claims 1, 9, and 14 of the ‘751 patent call for “[a]n interface between a joystick device having a first source voltage and a processor, comprising . . . an interface circuit having a second source voltage that is lower than the first source voltage. . .” The Court’s claim construction defined “interface circuit” as “a circuit that connects the joystick and the processor.”

The ‘751 patent claims required the interface circuit between the joystick and processor to operate at a lower voltage than the joystick. In the defendants’ accused products, only the processor core, or central processing unit (CPU), operates at a lower voltage than the joystick. Fenner argued that the periphery of the processor could be included in the interface circuit, while the defendants argued that the processor included the CPU and its peripherals, both separate from the interface circuit. The claim construction then turned on whether “processor” meant the entire processor chip or just the processor core. Using extrinsic definitions as well as the context of the claim, the court held that “processor” should be defined as “the CPU along with its peripheral circuitry.” Fenner had agreed that such a definition would preclude any issues of triable fact, so summary judgment was appropriate.

Read the full opinion here.
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