Golden China TV Game Centre and Others v Nintendo Co Ltd (55/94) [1996] ZASCA 103; 1997 (1) SA 405 (SCA); [1996] 4 All SA 667 (A); (25 September 1996)

80 Reportability
Intellectual Property

Brief Summary

Copyright — Cinematograph films — Protection of video games — Appellants imported and distributed video games alleged to infringe Nintendo's copyright — Court a quo found video games qualify for copyright protection as "cinematograph films" under the Copyright Act 98 of 1978 — Appellants had "guilty" knowledge of infringement — Legal issue whether video games are protected as cinematograph films — Held, video games do enjoy copyright protection as cinematograph films, affirming the court a quo's decision.

Comprehensive Summary

Summary of Judgment


Introduction


The proceedings were an appeal to the Supreme Court of South Africa (Appellate Division, now the Supreme Court of Appeal) against an order granted by the Transvaal Provincial Division. The central question on appeal was whether video games attract copyright protection in South African law as “cinematograph films” under the Copyright Act 98 of 1978.


The appellants were Golden China TV Game Centre and Others, comprising local entities divided into two functional groups: importers and wholesale distributors of video games, and retailers who sold, let, or exposed video games for hire in the course of trade. The respondent was Nintendo Co Ltd, a Japanese company described in the judgment as a major creator, manufacturer, and distributor of video games worldwide, and the alleged copyright owner of approximately forty identified games.


In the court a quo (Hartzenberg J), Nintendo succeeded in obtaining an interdict (injunction) restraining the appellants’ infringing dealings, with costs, on the basis that the relevant video games were protected as cinematograph films. The appeal was brought with leave granted by Hartzenberg J and challenged that conclusion. While the litigation’s timing overlapped with the commencement of the Copyright Amendment Act 125 of 1992, the parties accepted that the matter should be decided under the statute as it stood before the amendment; the Appellate Division nevertheless considered it prudent to address the legal position with reference to both the pre-amendment and post-amendment wording because of uncertainties concerning “pending” proceedings and temporal application.


The general subject-matter of the dispute concerned copyright subsistence and infringement relating to imported pirate copies of Nintendo video games, and the proper classification of video games under the statutory categories of protected works, specifically whether they fall within the statutory definition of a cinematograph film.


Material Facts


Nintendo asserted that it owned copyright in a body of video games (about forty) identified in the judgment a quo. The appellants were involved in the local market for video games, with certain appellants importing and distributing games wholesale and others retailing or hiring them out as part of their trade.


It was common cause that the video games imported into South Africa from Taiwan, from undisclosed sources and unknown manufacturers, were copies of Nintendo’s games. It was also not in dispute on appeal that the appellants possessed the requisite knowledge (the “guilty” knowledge referred to in section 23(2) of the Copyright Act 98 of 1978) when importing and dealing with these copies.


The factual premise for infringement was therefore treated as established, conditional upon one legal prerequisite: copyright had to subsist in the relevant subject-matter in a way that rendered the appellants’ conduct infringing. The decisive factual context was the nature of a video game and how it is created and embodied in hardware.


The court described video games as games played on a video screen via an apparatus containing integrated circuits (typically two microchips). When operating, the display resembles an animated cartoon, with the player able, within limits, to influence the progression of the game. The game experience typically includes an “attract mode” (a pre-ordained sequence explaining the game) and a “play mode” where the sequence of images depends, within limits set by the program, on player intervention.


The court accepted evidence and demonstration-based description of the development process of a video game. After conceptualisation, evaluation, and design, the visual aspects (characters, backgrounds, items), screen text, and sound effects are prepared. The game’s play sequence is defined in an unencoded form as the intended content and narrative progression, describing how components integrate sequentially to constitute the game. Thereafter, a computer program is written to control the display and to enable player manipulation of characters. Integrated circuits are manufactured, with one ROM (Nintendo’s “CH-ROM”) storing encoded visual elements and another ROM (“P-ROM”) containing audio elements and a program governing the functioning and display, including the play sequence. Data stored in ROM is fixed and not alterable; the CH-ROM data is converted into video signals for display, while the program in the P-ROM retrieves and causes stored visual elements to be displayed sequentially.


Legal Issues


The central legal question was whether the relevant video games fall within the statutory definition of “cinematograph film” and therefore qualify as a category of work eligible for copyright protection under section 2(1) of the Copyright Act 98 of 1978.


This dispute was primarily one of law, involving the interpretation and application of a statutory definition to a technological artefact. It was also, in part, an application-of-law-to-fact inquiry, because the court had to relate the statutory elements of “cinematograph film” to the accepted technical characteristics of video games.


More specifically, the court addressed disputes concerning the meaning and application of elements of the definition, including whether video games satisfy the requirement of fixation, whether they comprise “a sequence of images” notwithstanding player interactivity and non-fixed play sequences, whether the statutory requirement of being capable of reproduction implied a fixed sequence, and whether the “images” must be stored as images rather than microelectronic representations. The court also considered the relevance of the 1992 amendment’s express exclusion (“but shall not include a computer program”), while noting that it was common cause that the video games were not computer programs as such.


A secondary interpretive issue, not finally decided, concerned whether the 1992 amendments applied given the timing of the proceedings and the creation dates of the works. The court identified uncertainties about whether motion proceedings were “pending” upon the registrar’s issue of process before service, and whether an amending statute could affect works created before commencement (subject to a proviso in section 43(1)(c)). These uncertainties led the court to address the matter by reference to both pre- and post-amendment law, but the appeal’s outcome turned on the definition’s substantive interpretation rather than the temporal-application question.


Court’s Reasoning


The court began by emphasising that the Copyright Act employs statutory definitions that may depart from ordinary dictionary meanings and that, where such definitions are crafted in wide language, they should not be narrowed to fit preconceived notions of the defined term. The judgment treated the legislature’s use of broad phrases (such as “by any means whatsoever,” “any other material,” and “mechanical, electronic or other device”) as indicative of an intention to cover future technological innovation. In this interpretive framework, it was considered inappropriate to decide the matter by comparing video games to “conventional” films by similarity or difference; instead, the proper method was to test whether video games fall within the statutory definition.


In support of a flexible approach, the court pointed to examples where broad statutory language had enabled protection of new technologies (such as computer programs) even before the legislature explicitly addressed them in later amendments. The court adopted the view that legislative inertia should not impede reasonable protection of ingenuity and industry, and it endorsed an interpretive stance that avoids forcing repeated statutory updates merely to accommodate new technology.


On the requirement of “first fixation”, the court noted that, although the parties disputed whether the first fixation occurs when the game is fixed in the ROMs (as held by the court below) or earlier at the stage of the computer program used to constitute the circuitry, the debate did not affect the outcome of the case. The court observed that the “first fixation” issue might be relevant to copyright duration if equated with “making of” a film (with reference to sections 3(2)(b) and 44(1)), but duration was not in issue. The court therefore did not resolve the dispute definitively, stating only that the computer program appeared to be a step in the fixation of the film rather than the fixation itself.


The court then addressed whether a video game meets the definition’s requirement of “a sequence of images”. The appellants argued that the definition requires a fixed sequence because the definition includes the phrase “capable ... of reproduction”, and a variable sequence controlled by a player cannot be reproduced in a single fixed form. The court rejected this reading. It held that, in copyright context, “reproduction” refers to the ability to copy the work (the film) rather than to reproduce ephemeral displays or particular game-play outcomes. This reading was supported by the Act’s definitions of “copy” and “reproduction” and by section 8(1), and the court noted that the signed Afrikaans text made the legislative intention clearer.


The court also rejected reliance on the shift from the 1965 definition (“any sequence of visual images”) to the 1978 definition (“a sequence of images”) as implying a narrow meaning that would exclude variable sequences. It found no discernible difference between “a” and “any” for the interpretive purpose at hand. In assessing interactivity, the court accepted comparative reasoning drawn from United States jurisprudence on similar statutory language (“a series of related images”), endorsing the reasoning that a video game player does not create unlimited sequences, but merely selects among a limited set of sequences allowed by the program. The court further noted that a substantial portion of the visual images are repetitive and constant each time the game is played. On this basis, the court concluded that the video game’s images constitute a sequence satisfying the statutory requirement despite some variability in play mode.


The court then addressed the argument that the images were not fixed “on” the ROMs because what is stored is microelectronic circuitry representing images rather than images themselves. The court found that this approach did not account for the full breadth of the definition. It reasoned that fixation may occur on “film or any other material,” which is not limited to film-like media, and that the definition anticipates use of “any mechanical, electronic or other device” to render the sequence visible. This, in the court’s view, supports the conclusion that stored data need not be stored in its original form “as images” in order to be fixed as part of a cinematograph film. The court also observed that the 1978 definition’s omission of the word “visual” (present in the 1965 Act) reinforced that the stored content need not exist as directly visible images at the fixation stage.


As to the 1992 amendment’s express exclusion (“but shall not include a computer program”), the court treated it as not affecting the present case. It was common cause that the video games themselves were not computer programs, notwithstanding that computer programs were used in their creation and may have been involved in the fixation process.


Finally, the court observed that the remaining definitional element—capability, when used with a device, of being seen as a moving picture—was clearly satisfied by video games. Having concluded that video games fall within the definition of “cinematograph film,” the court recorded that counsel for the appellants accepted that the appeal would then fail. The court also noted that certain elements were not in dispute once classification was established: Nintendo’s authorship as defined, Nintendo’s qualification status, and originality of the games as cinematograph films. It further recorded that Nintendo did not challenge the court below’s finding that, on the papers, Nintendo’s copyright in the game Popeye had been assigned to its United States company; however, this did not alter the appeal’s outcome.


Because the appeal failed on the cinematograph film ground, Nintendo’s alternative causes of action (copyright in component works, unfair competition, and trade mark infringement) were treated as moot, particularly given the breadth of the interdict granted.


Outcome and Relief


The Supreme Court of South Africa (Appellate Division) dismissed the appeal and upheld the interdict granted by the court a quo.


The appellants were ordered to pay costs, including the costs of two counsel.


Cases Cited


Nintendo Co Ltd v Golden China TV Game Centre & Others 1995 (1) SA 229 (T).


Bell v Voorsitter van die Rasklassifikasieraad en Andere 1968 (2) SA 678 (A).


Thom en 'n Ander v Moulder 1974 (4) SA 894 (A).


Appleton and Another v Harniscnfeger Corporation and Another [1994] ZASCA 141; 1995 (2) SA 247 (A).


Northern Office Micro Computers (Pty) Ltd & Others v Rosenstein 1981 (4) SA 123 (C).


Payen Components SA Ltd v Bovic CC & Others [1995] ZASCA 57; 1995 (4) SA 441 (A).


Spelling Goldberg Productions Inc v BPC Publishing Ltd [1981] RPC 283.


Stern Electronics Inc v Kaufman [1982] USCA2 54; [1982] 669 F.2d 852.


Midway Mfg Co v Dirkschneider [1981] 543 F.Supp 466.


Williams Electronics Inc v Arctic International Inc [1982] USCA3 845; [1982] 215 USPQ 405.


WGN Continental Broadcasting Co et al v United Video Inc [1982] USCA7 796; 693 F.2d 622.


Midway Mfg Co v Arctic International Inc [1983] USCA9 670; [1983] 704 F.2d 1009; [1983] USCA7 257; [1983] 218 USPQ 791.


Laubscher v Vos & Others, judgments on Copyright 3 (WLD) at 6.


Legislation Cited


Copyright Act 98 of 1978.


Copyright Amendment Act 125 of 1992.


Copyright Act 63 of 1965.


Patents, Designs, Trade Marks and Copyright Act 9 of 1916.


Rules of Court Cited


No rules of court were cited in the judgment.


Held


The court held that video games fall within the statutory definition of a “cinematograph film” in the Copyright Act 98 of 1978. The court found that the statutory elements—fixation on material by any means, a sequence of images, and capability (with a mechanical, electronic, or other device) of being seen as a moving picture—were satisfied notwithstanding that game-play sequences can vary within limits based on player interaction. The appeal against the interdict was accordingly dismissed, and the appellants were ordered to pay costs, including the costs of two counsel.


LEGAL PRINCIPLES


The statutory definition of “cinematograph film” in the Copyright Act is to be interpreted with regard to its broad and technology-neutral language, rather than being narrowed by reference to ordinary dictionary meanings of “cinematograph” or by comparison to conventional films.


Where copyright legislation employs expansive terms such as fixation “by any means whatsoever” on “any other material” and contemplates display by “mechanical, electronic or other” devices, the definition is capable of accommodating new technologies, and should be construed flexibly to avoid undermining legislative purpose in protecting works of ingenuity and industry.


In applying the definition, the requirement of a “sequence of images” is not defeated by the fact that a video game’s displayed sequence may be variable within limits, because the player does not generate unlimited sequences but selects among sequences permitted by the game’s programmed structure; substantial repetitive and constant visual content further supports the existence of a qualifying sequence.


The phrase “capable ... of reproduction” in the definition is concerned with the copyright concept of copying the work (the film) rather than with reproducing every possible on-screen instantiation or ephemeral display produced during interaction with the work.


Fixation of images does not require that the images be stored in their directly perceptible form as “images”; electronic storage of encoded data representing images on ROMs is consistent with fixation on “any other material,” particularly given that the definition expressly contemplates electronic devices to render the sequence visible as a moving picture.

About SAFLII
Databases
Search
Terms of Use
RSS Feeds
South Africa: Supreme Court of Appeal
SAFLII
>>
Databases
>>
South Africa: Supreme Court of Appeal
>>
1996
>>
[1996] ZASCA 103
|

|

Golden China TV Game Centre and Others v Nintendo Co Ltd (55/94) [1996] ZASCA 103; 1997 (1) SA 405 (SCA); [1996] 4 All SA 667 (A); (25 September 1996)

CASE NO: 55/94 .
IN THE SUPREME COURT OF SOUTH AFRICA
(APPELLATE DIVISION)
In the matter between:
GOLDEN CHINA TV GAME CENTRE
APPELLANTS
AND OTHERS
and
NINTENDO CO LTD
RESPONDENT
CORAM:
CORBETT CJ, EM GROSSKOPF, HARMS, SCHUTZ
and PLEWMAN JJA
HEARD:
9 SEPTEMBER 1996
DELIVERED: 25 SEPTEMBER 1996
JUDGMENT
HARMS JA/
2
HARMS JA
Do video games enjoy copyright protection as "cinematograph films"? This question was answered in the affirmative in the
court below by Hartzenberg J (see Nintendo Co Ltd v Golden China TV Game Centre & Others
1995 (1) SA 229
(T)). In consequence he issued an interdict (at p 250F-251A) with costs against the appellants. The successful applicant and present
respondent, Nintendo Co Ltd ("Nintendo"), is the alleged owner of the copyright in about forty video games listed in his
judgment (at p 231 C-E). With Hartzenberg J's leave the appellants appeal against the order issued.
Nintendo is a Japanese company and claims to be the largest company in the world that creates, manufactures and distributes video
games. The appellants are local entities and fall into two classes: four are importers and wholesale distributors of video games;
the others are retailers who sell, let or expose them for hire by way of trade.
3
Infringing video games were imported from Taiwan from undisclosed sources and unknown manufacturers. It is common cause that these
video games are copies of the video games in which Nintendo claims copyright. The finding of the court a quo (at p 247F-249B) that
the appellants had the necessary "guilty" knowledge - referred to in s 23(2) of the Copyright Act 98 of 1978 (the "Act")
- in importing and dealing with these games is not in dispute. It follows that, provided copyright subsists in these video games,
the dealings of the appellants with these video games were acts of infringement.
VIDEO GAMES AND THEIR DEVELOPMENT:
A video game is, as its name implies, a game played on a video screen. An apparatus containing integrated circuits (usually two microchips)
is connected to it. When the machine is in operation, a visual display appears on the screen. The display has the general appearance
of an animated cartoon strip, save that the game player is able,
4
up to a point, to control the game sequence with a control mechanism. In other words, the game sequence is not finitely fixed. Carr
& Arnold Computer Software; Legal Protection in the United Kingdom, 2nd ed, p 124, give this useful description (underlining
added):
"A computer game normally consists of an 'attract' mode and 'play' mode. In the attract mode, visual images appear in a preordained
sequence, which explain the operation of the game to the player. In the play mode, the sequence of images on the VDU is determined,
within limits dictated by the program
, by the intervention of the player."
According to Stern Electronics Inc v Kaufman
[1982] USCA2 54
;
[1982] 669 F.2d 852
at 853 video games "can roughly be described as computers programmed to create on a television screen cartoons in which some
of the action is controlled by the player". And "[i]n the play mode, some of the' playing symbols or images on the screen
are responsive to operation of the player control panel, and others move in a
5
predetermined sequence and interact with the player-controlled images in a preset manner" (Midway Mfg Co v Dirkschneider [1981]
543 F.Supp 466 at 473). (I use these
quotations as a convenient way of summarizing the evidence and the demonstration of a video game presented to us during argument.)
The creation of a video game goes through several stages. After the determination of the basic concept and its evaluation, the game
is designed and developed. This requires the drawing of the visual aspects of the game, namely, game characters, backgrounds and
other game items. The screen text and sound effects are prepared. So, too, the game's play sequence

it defines, in an unencoded form, the content and story of each game and its play sequence by indicating how the various component
works are to be integrated in a sequential progression to constitute a game. Once this stage is reached, the video game is programmed.
That involves the writing of a computer program
6
for the video game. The program controls the visual display and allows the player to manipulate the characters. Integrated circuits
are then manufactured. In the one (named by Nintendo a "CH-ROM"), all the visual elements of the game are stored in an
encoded form. They are the background, the characters, the text and the other items in all their different poses, positions and configurations.
The other (the so-called "P-ROM") contains the audio elements of the game and also a program that operates the functioning
and display of the game, i e it dictates the game's play sequence. By the very nature of a ROM, the data stored in it is fixed and
cannot be altered. Data stored in the CH-ROM is, by the use of electronic equipment, converted into video signals that define a coloured
and moving graphic display on the screen. The program in the P-ROM operates on this data and retrieves the stored visual data elements
in the CH-ROM and causes them to be displayed on the screen sequentially.
7
THE LEGISLATIVE HISTORY OF COPYRIGHT PROTECTION FOR CINEMATOGRAPH FILMS:
Although invented in 1896, cinematograph films did not, eo nomine, enjoy copyright protection under the Patents, Designs, Trade Marks
and Copyright Act 9 of 1916. Films were included under the classical heading of a "dramatic work". It is important to note
that even at that early stage in the technical history of films, the Legislature was at some pains to provide for the protection
of technological innovations. A "cinematograph" was defined to include "any work produced by any process analogous
to cinematography". A similarly wide definition was given to a photograph (Schedule III s 35(1)). Cf also Laddie Prescott &
vitoria, The Modern Law of Copyright and Designs, 2nd ed, vol 1, p 367.
On the other hand, and following the line taken in the United Kingdom in its 1956 Copyright Act, the Copyright Act 63 of 1965 provided
separately for the subsistence of
8
copyright in cinematograph films (s 14). A cinematograph film was defined (s 1(1)(vii)) to mean:
"any sequence of visual images recorded on material of any description (whether translucent or not) so as to be capable, by the
use of that material-fa) of being shown as a moving picture: or (b) of being recorded on other material (whether
translucent or not) by the use of which it can be
so shown."
The term 'copy', in relation to a cinematograph film, meant any print, negative, tape or other article on which the film or part of
it is recorded (s 1(1)(ix)).
Again one finds the use of very general terms such as "any sequence", "recorded on material of any description",
"on other material" and "or other article". (For the sake of completeness I should add that the definition was
extended by s 14(9) which provided that a cinematograph film shall be taken to include the sounds embodied in any soundtrack associated
with the film.)
9
The dictionary or ordinary meaning of a cinematograph film is quite different. The Shorter Oxford English Dictionary, for example
defines "cinematograph" as a "device by which a series of instantaneous photographs of moving objects is projected
on a screen so as to produce the effect of a single motion scene".
The British counterpart of the 1965 definition was the subject of the decision in Spelling Goldberg Productions Inc v BPC Publishing
Ltd
[1981] RPC 283
-a judgment quoted with approval by the court a quo (at 236E-H). Judge Mervyn Davies QC (at p 287 1 30-31 in the Chancery Division)
said with reference to that Act, that a cinematograph film has three characteristics: "It has a sequence of images, it is recorded
on material, and it is capable of being shown as a moving picture." The Court of Appeal (per Buckley LJ) quoted this analysis
without demur (at p 294 1 20-23) but went on to overrule the judgment on other grounds. In issue was whether reproducing a single
10
frame from a cinematograph film was an infringement of the copyright in the cinematograph film, a question totally unrelated to the
question before us. Nevertheless, it seems that the dictum gave a fair summary of the definition under the 1965 Act. Laddie Prescott
& Vitoria (op cit at p 383) make the point that "(t)he wording [of the 1956 Act] makes it clear that the concept 'cinematograph
film' is not tied to any particular technology ...".
The 1965 Act was replaced by the 1978 Act. This Act, influenced somewhat by the Continental approach' to copyright, broke to some
extent with the English legal tradition on copyright. There is reason to assume that, at the time of enactment, video games were,
if already invented, not yet commercially important and probably not a matter the Legislature considered. The Act was amended from
time to time, but of consequence to the present case is the Copyright Amendment Act 125 of 1992. This Act (the "amending Act")
came into operation on 10 July 1992. Proceedings in the
11
present case were launched three days earlier, on 7 July,
when the court file was opened by the Registrar of the court
below. Service of the application took place after 10 July.
In the court below, and before us, counsel accepted that the
case had to be decided on the statute as it was before the
amendment. This was on the assumption that once the
Registrar had "issued" an application, the case was pending
and, as a rule, amending legislation does not affect pending
litigation (Bell v Voorsitter van die
Rasklassifikasieraad en Andere
1968 (2) SA 678
(A) 684E-
F; Thom en 'n Ander v Moulder
1974 (4) SA 894
(A) 902D-
E). I am not, without argument, prepared to hold that the
mere fact that in motion proceedings the Registrar has taken
the steps set out but before service on the respondent,
proceedings are, for purposes of the rule of interpretation
under consideration, pending. Counsel further submitted that
since the works in question were created before the
commencement of the amending Act, the amending Act had no
12
relevance to the case. Whether that submission (subject to the proviso contained in s 43(1)(c) of the Act) is, in the light of Appleton
and Another v Harniscnfeger Corporation and Another
[1994] ZASCA 141
;
1995 (2) SA 247
(A) 261F-262B, correct, also seems arguable.
In view of these uncertainties, it is advisable to dispose of the matter with reference to the law both before and after the 1992
amendment. For the sake of convenience I shall quote the sections concerned as they appear in the amending Act

words in square brackets indicate omissions from the 1978 Act and words underlined represent insertions by the amending Act.
S 2(1) of the Act lists the categories of works that are eligible for copyright. One such category is "cinematograph films [to
which are assimilated works expressed by a process analogous to cinematography]". The term itself is defined in s 1:
"'cinematograph film' means the [first] fixation by any
13
means whatsoever on film or any other material of a sequence of images capable, when used in conjunction with any mechanical, electronic
or other device, of being seen as a moving picture and of reproduction and includes the sounds embodied in a sound-track associated
with the film,
but shall not include a computer program
."
As with many definitions in the Act and its antecedents, very wide terms have been employed. The only reason for this can be an intention
to cover future technical innovations by using general words. Legislative inertia ought not to impede human ingenuity and the reasonable
protection thereof. Typical is the case of computer programs. The wide wording of the Act made it possible to grant them protection
as literary works (Northern Office Micro Computers (Pty) Ltd & Otners v Rosenstein
1981 (4) SA 123
(c); Payen Components SA Ltd v Bovic CC & Others
[1995] ZASCA 57
;
1995 (4) SA 441
(A)). It was only in the amending Act that the Legislature dealt with the subject. This general scheme of the Act suggests to me
that the definitions in the Act should be interpreted "flexibly, so that it would
14
cover new technologies as they appeared, rather than to interpret those provisions narrowly and so force [the Legislature] periodically
to update the act" (WGN Continental Broadcasting Co et al v United Video Inc
[1982] USCA7 796
;
693 F.2d 622
at 627). The basic approach of counsel for the appellants to the case was different. He joined issue with the approach of Hartzenberg
J (at 238F-G) that the logical way to deal with the matter is to consider the definition of "cinematograph film" and to
see whether a video game falls within the definition or not, and that it is wrong to look for similarities and differences between
video games and conventional films. In my judgment, the court's approach cannot be faulted. The Legislature elected, quite prudently,
to define terms that have somewhat different ordinary meanings. That means that the definitions have precedence and it would be wrong,
at least in the context of this Act, to whittle down wide language to fit one's preconceived ideas of what the terms mean or should
mean. The Act is intended
15
not to stifle, but rather to promote human ingenuity and industry. with this in mind, I proceed to deal with the elements of the statutory
definition in dispute in order to determine whether video games fall within its boundaries.
"FIRST FIXATION":
As a rule, a work has to be fixed or reduced to some or other material form before it can be eligible for copyright (s 2(2)). Before
its amendment in 1992, this
subsection imposed the requirement on literary, musical and artistic works only, but it is now applicable to all works (except, obviously,
a broadcast or programme-carrying signal). As far as cinematograph films are concerned, the fixation requirement has been part of
the definition since 1978. It replaced the requirement of "recording" in the 1965 Act. Since the amending Act, the requirement
is therefore to be found, not only in the definition, but also in s 2(2). In the USA in Dirkschneider (at p 479) an
16
argument that video games are not fixated but are "merely ephemeral projections" on a screen was rejected out of hand. See
also Williams Electronics Inc v Arctic International Inc
[1982] USCA3 845
;
215 USPQ 405
at 408. As far as the present appeal is concerned, it is no longer in dispute that the video games in issue have been fixed. The
concession was fairly made. Had it been otherwise, they could not have been copied and copying is admitted. What constituted the
first fixation was, on the other hand, hotly debated. The court below (at p 240C-241A) held that the first fixation takes place when
the game is fixed in the ROMs. Counsel for the appellants argued that the first fixation of the game was the computer program used
to constitute the circuitry in the ROMs. The ROMs were, on this argument, simply a product of the first fixation. It transpired during
argument that, although interesting, the debate did not affect the outcome of this case. The determination of the "first"
fixation may have affected the term of copyright if one assumes that the
17
first fixation is the same as the "making of" a film (s 3(2) (b)). See also s 44(1). I know of no other function the requirement
performed, especially as far as the subsistence of copyright is concerned. It is no wonder that the word was deleted by the amending
Act. Since the term of copyright is not in issue and since counsel could not indicate where the argument led, I find it unnecessary
to say much more on the point save that it seems to me that the computer program was but a step in the fixation of the film.
"A SEQUENCE OF IMAGES":
The obvious difference between a "conventional" cinematograph film and a video game lies in the fact that, with the former,
the sequence of images is fixed whereas in the case of the latter the sequence of images is, to an extent, variable and under the
control of the player. Emphasising this difference, counsel for the appellant submitted that the definition should be read to refer
to a
18
fixed sequence of images only. In support of the argument,
he relied heavily on the words "capable ... of reproduction" in the definition. The argument was this: the definition required
that the sequence of images must be capable of reproduction; if the sequence can be changed, it is not capable of reproduction; thus,
the section envisages an invariable sequence of images. I do not agree with this grammatical exegesis. "Reproduction",
in the context of copyright, refers to the copying of the work (i e the cinematograph film) in question (cf Laubscher v Vos &
Others, judgments on Copyright 3 (WLD) at 6) and not to ephemeral versions, renditions or applications of a work. This is clear if
regard is had to the definitions of "copy" and "reproduction" (s 1) and, especially, s 8(1) of the Act. What
seems to me, therefore, to have to be capable of reproduction is the film itself and not the sequence of images. This intention appears
rather more clearly from the signed Afrikaans text of the Act.
19
The 1965 definition referred to "any sequence of visual images" whereas the definition under consideration mentions "a
sequence of images". The use of the indefinite article "a" (Afr: '"n") instead of "any" (Afr:
"enige") makes it clear, counsel submitted further, that a cinematograph film cannot be subdivided into a myriad of shorter
films. I am prepared to accept for the sake of argument the proposition that subdividing a film does not produce a number of new
films. That is, however, beside the point. The point is whether, within the present context, there is any discernible difference
in meaning between "a" compared with "any" cinematograph film. The answer is no.
It is instructive to consider the approach consistently adopted to a similar phrase found in a statutory definition of "audiovisual
works" in the United States of America. Their phrase is "a series of related images". In Midway Mfg Co v Arctic International
Inc
[1983] USCA9 670
;
[1983] 704 F.2d 1009
at 1011-1012
[1983] USCA7 257
; ,
[1983] 218 USPQ 791
at p 792-793, the
20
Court of Appeals, Seventh Circuit, said the following in relation to it:
"It is not immediately obvious that video games fall within this definition. The phrase 'series of related images' might be construed
to refer only to a set of images displayed in a fixed sequence. Construed that way, video games do not qualify as audiovisual works.
Each time a video game is played, a different sequence of images appears on the screen of the video game machine

assuming the game is not played exactly the same way each time. But the phrase might also be construed more broadly to refer to any
set of images displayed as some kind of unit. That is how we construed it in WGN Continental Broadcasting Co. v. United Video, Inc.,
[1982] USCA7 796
;
693 F.2d 622
,
216 USPQ 97
(7th Cir. 1982), where we held that a news program and a thematically related textual display ("teletext") transmitted
on the same television signal but broadcast on different television channels constituted a single audiovisual work. We see no reason
to construe it more narrowly here. ..."
"... Playing a video game is more like changing channels on a television than it is like writing a novel or painting a picture.
The player of a video game does not have control over the sequence of images that appears on the video game screen. He cannot create
any sequence he wants out of the images stored on the game' s circuit boards. The most he can do is choose one of the limited number
of sequences the game allows him to choose. He is unlike a writer or a painter because the video game in effect writes the sentences
and paints the painting for him; he merely
21
chooses one of the sentences stored in its memory, one of the paintings stored in its collection."
Another matter that can be stressed, is that a substantial portion of the visual images are repetitive and remain constant each time
the game is played (Stern Electronics at 856). My conclusion on this part of the argument is then that a video game's sequence of
images does comply with the requirements of the definition.
"FIXATION BY ANY MEANS WHATSOEVER ON FILM OR OTHER MATERIAL, OF A SEQUENCE OF IMAGES":
If I understood counsel for the appellant correctly, he submitted that since the images themselves were not put on the ROMs, but only
the microelectronic circuit that represents them, the images have not been fixed on the ROMs. If this argument is taken to its logical
conclusion, it will mean that video films are not covered by the definition. One can then, by way of analogy, argue that, for purposes
of the definition of a "record", sounds are not
22
"embodied" in compact discs but only digital notations. Apart from these practical objections to the interpretation submitted,
I am of the view that the argument does not take sufficient account of the rest of the definition. Images can be fixed on "any
other material" and that is clearly not limited to film-like material. In addition, the definition contemplates the use, not
only of a mechanical device, but also of an "electronic or other device" to make the sequences of images visible as a moving
picture. That suggests to me that the stored images need not be stored in their original form, i e as images. This is confirmed by
the change to the wording used in the 1965 Act (which required a fixation of visual images) to the present definition that omits
the word "visual".
"BUT SHALL NOT INCLUDE A COMPUTER PROGRAM":
This limitation was introduced by the amending Act. It does not affect this case. It was common cause that the
23
video games are not computer programs although computer programs were used during their creation and although they may have been fixated
by way of such programs.
CONCLUSION:
That concludes the analysis of the disputed elements of the definition of a "cinematograph film". The remaining element
of the definition, namely that with the use of "any mechanical, electronic or other device" the film must be "capable
... of being seen as a moving picture" is clearly present in video games. For the reasons given video games do in my judgment
fall within the terms of the definition. Counsel for the appellant accepted that if that is the conclusion, the appeal had to fail.
He, quite correctly, did not dispute that Nintendo had established that it was the author, as defined in s 1, of these video games
insofar as they are cinematograph films; that Nintendo was a qualified
24
person (see p 243B-E of the judgment below) , and that the video games (as cinematograph films) were original.
Nintendo, on its part, did not attack the finding of the court a quo (at p 244E; 245F-G) that, on the papers, its copyright in the
video game Popeye had been assigned to its US company. My conclusion that the appeal stands to be dismissed makes Nintendo's alternative
causes of action based on copyright in the component (or underlying) works, unfair competition and trade mark infringement, moot.
That is so because of the width of the terms of the interdict granted.
The appeal is dismissed with costs, including those of two counsel.
L T C HARMS JUDGE OF APPEAL
CORBETT CJ
)
E M GROSSKOPF JA
) AGREE
SCHUTZ JA
)
PLEWMAN JA
)