If single product or single brand markets have been previously been declared and adjudicated as illegal monopolies, as you mention, up to the Supreme Court, would you kindly cite the particular brand / product or the particular case? Neither Epic nor Apple have referenced, such to my knowledge.
In particular, neither does the preliminary judgement, page 10 from lines 3 to 6 state, "
As the parties acknowledge, this matter presents questions at the frontier edges of antitrust law in the United States. Simply put, no analogous authority exists. The questions and issues raised in this litigation concern novel and innovative business practices in the technology market that have not otherwise been the subject of antitrust litigation."
There are serious questions - however, which ones are weak and which are strong, I guess will just differ between us.
If you are familiar with particular case law either by practice or by hobby or interest, I'm curious to know if you can find or disprove the existence of particular prior adjudication from the late 70's, early 80's. Cases involving Atari and Activision. That I understand, the two had a precedence setting case or series of cases, that established the underlying need for our modern day code signing and code lockout systems. However, using google doesn't bring up any solid history - more so - it isn't mentioned by either Apple, Epic, or the court, so it now that I think of it probably just some bogus wives tale sort of story.
Best I can pull up is:
The History of Video Game Lawsuits - MyGamingmygaming.co.za which mentions the popularity of Activision games, how that didn't please Atari, and lead to a lawsuit where, as I mention later - the legitimacy of 3rd party development being established.
Anyway, story goes that Activision was formed from ex-Atari game developers that 1) understood they could make way more money developing and selling games themselves, then for Atari and 2) Were unhappy that Atari refused to credit the game developers either on the game box, in the games manual, or allow for in-game credits.
Atari wanted to claim complete ownership of the Atari system software development. Therefore, Atari sued Activision more or less for operating an illegal business and / or theft of the company secrets, company IP, the knowledge of how to program for the Atari hardware. The case (or cases) were decided against Atari. The court excoriated Atari and ruled that Atari had no control past the first sale of the hardware and, otherwise, only maintained IP on games and software developed by employees, on company time. Since the Atari 2600 systems would allow arbitrary code execution, that was it. Atari had no control over software development. If someone could figure out how to code for the hardware, Atari otherwise could not prohibit the sale of it, limit game content, nor could they require revenue sharing, a licensing fee.
Case more or less established the legitimacy of 3rd party software development, in the first place. The decision, however, did provide Atari one caveat - they could control, limit, or require licensing - provided they develop a method to lockout code execution.
But the 2600, was metaphorically set in stone. The 2600 was open season - and game development took off and then spectacularly crashed in '83/'84. When video gaming returned to the market with Nintendo - Nintendo had a patented pair of microcontrollers, lockout chips. The code of whom was copyright protected so only they could produce them and could sue anyone that duplicated them. The "lock" and "key" chips were used to enforce licensing agreements, fee structures, and "game quality". And so, it goes, this started the single product (or brand, in Apple's case) monopoly markets that we have today.