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Chapter 2 - Chapter 2: Registering Game Copyright

It was the year 2000. Even with knowledge from his previous life about lucrative companies and technologies, William found himself without capital or skills, just a poor underdog. Revealing a super technology would only attract suppression, threats, and acquisition attempts from capitalists and rivals. He feared the authorities might even capture him for dissection.

As for magic, he dared not use it openly. His current abilities couldn't ensure his safety against firearms. Moreover, if he wanted to openly enjoy wealth and a comfortable life, he couldn't afford to be at odds with the government and society. Keeping a low profile and developing discreetly seemed the wisest path.

He wasn't learning magic to conquer the world—he couldn't if he tried. For now, he aimed to improve life for himself and his mother, Lina.

January marked the beginning of the second semester at the University of London. With a shoulder bag slung over his arm, William hurried to the main lecture hall in the Computer Science department. Soon after he settled in, Professor Roy Stephens entered, balancing a coffee cup and several books.

In 2000, the field of computer science lacked cloud computing and big data. Artificial intelligence was just in its infancy. For William, who had been reborn with knowledge from 2019, Professor Stephens' lessons seemed basic. As a sophomore who had absorbed William's memories, his intellect was sharper than ever.

Throughout the class, William effortlessly absorbed the lecture, cross-referencing it with knowledge from the Marvel Universe system. After the class ended, he still craved more.

William was still figuring out how to change his current life. The solution couldn't be too difficult or advanced. Ideally, it would involve a game-related venture, something unlikely to draw unwanted attention.

After a full day of classes, William sat on a campus bench, staring blankly at the lawn, lost in thought about what to create to earn initial capital.

While deep in contemplation, he overheard two women passing by.

One mentioned how a zombie movie had scared her so much that she couldn't sleep alone in her dorm. The other agreed, saying she was equally terrified and drained from staying up all night.

William turned to see the two women, his eyes lighting up. Despite it being January, they wore skirts, a testament to the boldness of English women, unafraid of the cold. Their figures were striking, explaining their choice of attire.

As the women walked away, William turned back to the grass. Suddenly, inspiration struck. "Wait, what was I just thinking?" Gazing at the grass, trees, and recalling the zombies, he had a revelation. "That's it, Plants vs. Zombies! I can create this!"

Though Plants vs. Zombies originally appeared on smartphones in 2008, a desktop version for 2000 was feasible. He might lower the pixel count, but if Counter-Strike could handle LAN battles, his game would run smoothly.

The late 1990s were a golden era for single-player games, particularly popular in Europe and America. By 2008, Plants vs. Zombies had already proven immensely popular.

William could develop a single-player version of Plants vs. Zombies himself. While challenging, he had the Marvel system's support. Any issues could be resolved by consulting professors or library resources.

Elated, William shouted, prompting those around him to distance themselves, thinking him eccentric.

Unfazed, William grabbed his bag and rushed to his dorm.

Back at his computer, he typed out a project proposal. Satisfied with his draft, he began coding, occasionally consulting the system for guidance.

For over ten days, he shuffled between the library, classrooms, and dorm. He visited professors more than he had throughout his entire freshman year, significantly enhancing his knowledge. Working solo on the game deepened his understanding.

Finally, the game began to take shape.

Proudly, William surveyed the files on his computer. However, a new challenge arose: how to promote Plants vs. Zombies with limited funds and resources. The first step was registering the copyright.

He would head to the copyright office to secure the rights to the story and game. This would provide peace of mind during promotion, safeguarding against exploitation. Capitalists were not to be underestimated; they wouldn't play fair.

William found a phone booth on campus, located the copyright office's number in the Yellow Pages, and called.

"Hello, is this the copyright office?" William inquired.

"Yes, sir, this is the copyright office. May I have your name and how may I assist you?" came a female voice.

"My name is William Devonshire. I'm looking to register a game copyright. Can you handle both game and story copyrights?" William asked.

"Yes, sir. You can call me Katie. Is your game original or an adaptation?" Katie responded.

"It's original," William confirmed.

"Great! You can register the story copyright first, then the game. Please organize and bring your original story manuscript and game design draft for review."

"Thank you, Ms. Katie. Could you provide the copyright office's address?"

"11 Catherine Street, London. We're open Monday to Friday. You can find more information on our website, and you can make an appointment by phone. The earliest available slot is the day after tomorrow."

"Thank you, Ms. Katie. I'll make an appointment now," William said happily.

"Certainly, sir. May I have your full name?"

"My full name is William Devonshire."

"Got it. You can visit us after 8 AM the day after tomorrow. Just mention your name, and someone will assist you."

"Thank you, Ms. Katie. Have a pleasant afternoon."

"Thank you. You too, sir. Goodbye." William hung up. Back in his dorm, he checked the submission procedures and requirements on the copyright office's website.

On the third day, William organized his documents according to the registration guidelines he had copied online. With no classes that afternoon, he took a bus to 11 Catherine Street.

Arriving at the copyright office, William approached the receptionist. "Hello, my name is William Devonshire. I made a phone appointment two days ago."

The receptionist checked a booklet and replied, "Hello, Mr. Devonshire, please follow me."

William proceeded to submit his materials with the receptionist's guidance.

Following the staff's instructions, he made three copies of the Plants vs. Zombies story and game design drafts. Both the original draft and copies were stamped with the copyright office's seal. He signed and left his fingerprint.

Two copies were archived at the office, and William kept one. The original draft was also sealed and stamped. Following advice, he mailed it to himself for added protection in case of a copyright dispute.

The copyright office required three days to review the original story and design.

During the waiting period, William spent time at the school's football field, testing his spells. Preferring invisibility, he avoided visible spells to prevent being labeled a monster. He used the Mage Hand to alter the football's path, causing unexpected misses or goalie errors. After two days, players chased him away, believing him a jinx.

Afterward, William either attended classes or wandered campus. During lunch, he encountered a school bully from the rowing team who had previously tormented him.

Spotting his chance, William used his mental power to lift the bully's tray, spilling its contents onto a girl's head. The bully was baffled by the mishap, having felt his hand inexplicably lifted.

As the bully chased after the furious girl, William used Mage Hand to trip him, sending him face-first onto the marble floor. The bully rose, missing two teeth, bloodied but clueless about his downfall.

Seeing the bully's misery, William felt vindicated. This bully had once knocked him down and cursed him. Today, William got his revenge, undetected. Mage Hand was invisible, though he wondered if modern equipment could detect energy fluctuations.

Aware of the University of London's resources, William resolved to be cautious. Without money or power, too many could trouble him. Magic was to be used sparingly, or not at all unless necessary.

While eating, William pondered game promotion on a budget. Inspired by Facebook's initial spread among university students, he considered a similar strategy. The game's appeal in 2000 was undeniable. Featuring more grid spaces than the mobile version, it offered greater replayability.

William modeled the game after Tetris, introducing three difficulty levels: Easy, Medium, and Death. Zombie speeds varied by level, and every ten levels added a defense lane, totaling ten lanes for a more challenging experience.

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