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Game Clone Legality

What can you copy?

The legal precedents establishing that game mechanics cannot be copyrighted while specific expressions can, shaped by cases from KC Munchkin to Fighter's History.

cross-platformlegalcopyrightclonesgameplayprecedent1980–present

Game clone legality encompasses the legal precedents defining what aspects of games can and cannot be protected by copyright. Through multiple lawsuits, courts established that gameplay mechanics are not copyrightable, but specific creative expressions (characters, art, code) are protected.

The British cases, and what they were for

This entry runs on American precedent alone. In December 1981 Sega brought three actions in the English High Court of Justice under UK copyright law, all over Frogger clones, and won all three:

Defendant Clone Outcome
Omni Micro Technology (Blackburn) Leapfrog “a substantial copy”; seizure orders; written undertakings to the court
Computer Video Services unnamed successful action
London Conversion Company unnamed successful action

Sega “obtained orders to seize infringing goods and documents relating to the title from Omni’s offices”. David Rosen of Sega: “We are particularly pleased with the quick and effective action which has been taken in England to prevent game copying activities.”

And then Omni started selling Frogger legally. Within a month:

Following the lawsuit, Omni appears to have entered into an agreement with Sega Enterprises to properly license and distribute Frogger through their signature Gamepack system, being advertised as early as January 1982 — the following month.

Omni advertised its new licence as a selling point, boasting “the support of the world’s major ‘original’ game manufacturers”. The suit did not remove a competitor; it converted one into a distributor.

Cloning the hardware, not the game

The entry’s precedents are all about what a game is. A different line of cases concerns the machine. In August 1994 Sega sued the Shenzhen-based Shenchu Electronic Equipment Factory in the Shenzhen Intermediate People’s Court over “illegal production and sale of Sega hardware and software”. Shenchu was fined ¥30,000 and ordered “to both cease manufacture of Sega’s products and surrender any existing stock to China’s National Copyright Administration” — and “was found to have directly pirated 15 of the 20 game cartridges it sold”. Console cloning and cartridge piracy as one business.

Fast facts

  • Core principle: Mechanics not copyrightable
  • Protected: Characters, art, music, code
  • Unprotected: Rules, gameplay concepts
  • Key era: 1980s-1990s

Landmark Cases

Case Year Outcome
Atari vs Philips 1982 Look and feel protected
Data East vs Epyx 1988 Gameplay not copyrightable
Capcom vs Data East 1994 Characters matter, not mechanics

What’s Protected

Element Status
Game code Protected
Character designs Protected
Music/art Protected
Story/dialogue Protected
Game title Trademark protected

What’s Not Protected

Element Status
Rules Not protected
Gameplay mechanics Not protected
Genre conventions Not protected
Difficulty curves Not protected

The Clone Wars

Era Pattern
1970s Pong clones flourish
1980s Every hit spawns imitators
1990s “Doom clones” as genre
Present Mobile clones endemic

Legacy

These precedents enable genre evolution—without them, one company could own “platformers” or “fighting games.” The balance between protecting creativity and allowing genre development remains contentious, particularly in mobile gaming.

See also

Not yet fact-checked. This entry was drafted by an AI and nobody has verified it. The dates, figures and technical details may be wrong. Use it to find your bearings, then confirm anything that matters against a primary source.