Lead Opinion
Nintеndo of America appeals the district court’s judgment following a bench trial (1) declaring that Lewis Galoob Toys’ Game Genie does not violate any Nintendo copyrights and dissolving a temporary injunction and (2) denying Nintendo’s request for a permanent injunction enjoining Galoob from marketing the Game Genie. Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.,
FACTS
The Nintendo Entertainment System is a home video game system marketed by Nintendo. To use the system, the player inserts a cartridge containing a video game that Nintendo produces or licenses others to produce. By pressing buttons and manipulating a control pad, the player controls one of the game’s characters and progresses through the game. The games are protected as audiovisual works under 17 U.S.C. § 102(a)(6).
The Game Genie is a device manufactured by Gаloob that allows the player to alter up to three features of a Nintendo game. For example, the Game Genie can increase the number of lives of the player’s character, increase the speed at which the character moves, and allow the character to float above obstacles. The player controls the changes made by the Game Genie by entering codes рrovided by the Game Genie Programming Manual and Code Book. The player also can experiment with variations of these codes.
The Game Genie functions by blocking the value for a single data byte sent by the game cartridge to the central processing unit in the Nintendo Entertainment System and replacing it with a new value. If that value controls the character’s strength, for example, then the character can be mаde invincible by increasing the value sufficiently. The Game Genie is inserted between a game cartridge and the Nintendo Entertainment System. The Game Genie does not alter the data that is stored in the game cartridge. Its effects are temporary.
DISCUSSION
1. Derivative work
The Copyright Act of 1976 confers upon copyright holders the exclusive right to prepare and authorize others to prepare derivative works based on their copyrighted wоrks. See 17 U.S.C. § 106(2). Nintendo argues that the district court erred in concluding that the audiovisual displays created by the Game Genie are not derivative works. The court’s conclusions of law are reviewed de novo. See Rozay’s Transfer v. Local Freight Drivers, Local 208,
A derivative work must incorporate a protected work in some concrete or permanent “form.” The Copyright Act defines a derivative work as follows:
A “derivative wоrk” is a work based upon one or more preexisting works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which a work may be recast, transformed, or adapted. A work consisting of editorial revisions, annotations, elaborations, or other modifications which, as a whole, represent an original work of authorship, is a “derivative work.”
17 U.S.C. § 101 (emphasis added). The examples of derivative works provided by the Act all physically incorporate the underlying work or works. The Act’s legislative history similarly indicates that “the infringing work must incorporate a portion of the copyrighted work in some form.” 1976 U.S.Code Cong. & Admin.News 5659, 5675. See also Mirage Editions, Inc. v. Albuquerque A.R.T. Co.,
Our analysis is not controlled by the Copyright Act’s definition of “fixed.” The
The argument that a derivative work must be fixed because “[a] ‘derivative work’ is a work,” 17 U.S.C. § 101, and “[a] work is ‘created’ when it is fixed in a copy or phonorecord for the first time,” id., relies on a misapplication of the Copyright Act’s definition of “created”:
A work is ‘created’ whеn it is fixed in a copy or phonorecord for the first time; where a work is prepared over a period of time, the portion of it that has been fixed at any particular time constitutes the work as of that time, and where the work has been prepared in different versions, each version constitutes a separate work.
Id. The definition clarifies the time at which a work is created. If the provision were a definition of “work,” it would not use that term in such a casual manner. The Act does not contain a definition of “work.” Rather, it contains specific definitions: “audiovisual works,” “literary works,” and “pictorial, graphic and sculptural works,” for example. The definition of “derivative work” does not require fixation.
The district court’s finding that no independent work is created, see Galoob,
Mirage Editions is illustrative. Albuquerque A.R.T. transferred artworks from a commemorative book to individual ceramic tiles. See Mirage Editions,
Nintendo asserted at oral argument that the existence of а $150 million market for the Game Genie indicates that its audiovisual display must be fixed. We understand Nintendo’s argument; consumers clearly would not purchase the Game Genie if its display was not “sufficiently permanent or
Nintendo also argues that our analysis should focus exclusively on the audiovisual displays created by the Game Genie, i.e., that we should compare the altered displays to Nintendo’s original displays. Nintendo emphasizes that “ ‘[ajudiovisual works’ are works that consist of a series of related images ... regardless of the nature of the material objects ... in which the works are embodied.” 17 U.S.C. § 101 (emphasis added). The Copyright Act’s definition of “audiovisual works” is inapposite; the only question before us is whether the audiovisual displays created by the Game Genie are “derivative works.” The Act does not similarly provide that a- work can be a derivative work regardless of the nature of the material objects in which the work is embodied. A derivative work must incorporate a protected work in some concrete or permanent form. We cannot ignore the actual source of the Game Genie’s display.
Nintendo relies heavily on Midway Mfg. Co. v. Artic Int'l, Inc.,
In holding that the audiovisual displays created by the Game Genie are not derivative works, we recognize that technology often advances by improvement rather than replacement. See Christian H. Nadan, Note, A Proposal to Recognize Component Works: How a Teddy Bears on the Competing Ends of Copyright Law, 78 Cal.L.Rev. 1633, 1635 (1990). Some time ago, for example, computer companies began marketing spell-checkers that operate within existing word processors by signal-ling the writer when a word is misspelled. These applications, as well as countless others, could not be produced and marketed if courts were to conclude that the word processor and spell-checker combination is a derivative work . based on the word processor alone. The Game Genie is useless by itself, it can only enhance, and cannot duplicate or recaste, a Nintendo game’s output. It does not contain or produce a Nintendo game’s output in some concrete or permanent form, nor does it supplant demand for Nintendo game cartridges. Such innovations rarely will constitute infringing derivative works under the Copyright Act. See generally Nadan, supra, at 1667-72.
2. Fair use
“The doctrine of fair use allows a holder of the privilege to use copyrighted material in a reasonable manner without the consent of the copyright оwner.” Narell v. Freeman,
*970 Section 107 codifies the fair use defense: In determining whether the use made of a work in any particular case is a fair use the factors to be considered shall include—
(1) the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educationаl purposes;
(2) the nature of the copyrighted work;
(3) the amount and substantiality of the portion used in relation to the copyrighted work as a whole;
(4) the effect of the use upon the potential market for or value of the copyrighted work.
The factors are nonexclusive, see Fisher v. Dees,
Much of the parties’ dispute regarding the fair use defense concerns the proper focus of the court’s inquiry: (1) Galoob or (2) cоnsumers who purchase and use the Game Genie. Nintendo’s complaint does not allege direct infringement, nor did it try the case on that theory. The complaint, for example, alleges only that “Galoob’s marketing advertising [sic], promoting and selling of Game Genie has and will contribute to the creation of infringing derivatives of Nintendo’s copyrighted ... games.” (emphasis added). Contributory infringement is a form of third party liability. See Melville B. Nimmer & David Nimmer, 3 Nimmer on Copyright § 12.04[A][2], at 12-68 (1991). The district court properly focused on whether consumers who purchase and use the Game Genie would be infringing Nintendo’s copyrights by creating (what are now assumed to be) derivative works.
Nintendo emphasizes that the district court ultimately addressed its direct infringement by authorization argument. The court concluded that, “[bjecause the Game Genie does not create a derivative work when used in conjunction with a copyrighted video game, Galoob dоes not ‘authorize the use of a copyrighted work without the actual authority from the copyright owner.’” Galoob,
Nintendo disputes this conclusion. According to Nintendo, a party can unlawfully, authorize another рarty to use a copyrighted work even if that party’s use of the work would not violate the Copyright Act. Nintendo’s argument is unpersuasive. In Sony,
The district court concluded that “a family’s use of a Game Genie for private home enjoyment must be characterized as a non-commercial, nonprofit activity.” Galoob,
The district court also concluded that “[t]he [Nintendo] works’ published nature supports the fairness of the use.” Galoob,
The district court further concluded that the amount of the portion used in relation to the copyrighted work as a whole “cannot assist Nintendo in overcoming the presumption of fair use.” Galoob,
Nintendo would distinguish Sony because it involved copying copyrighted works rather than creating derivative works based on those works. In other words, the consumers in Sony could lawfully сopy the copyrighted works because they were invited to view those works free of charge. Game Genie users, in contrast, are not invited to view derivative works based on Nintendo’s copyrighted works without first paying for that privilege. Sony cannot be read so narrowly. It is difficult to imagine that the Court would have reached a different conclusion if Beta-max purchasers were skipping portions of copyrighted works or viewing dеnouements before climaxes. Sony recognizes that a party who distributes a copyrighted work cannot dictate how that work is to be enjoyed. Consumers may use a Betamax to view copyrighted works at a more convenient time. They similarly may use a Game Genie to enhance a Nintendo Game cartridge’s audiovisual display in such a way as to make the experience more enjoyable.
“The fourth factor is the ‘most important, and indeed, central fair use factor.’ ” Stewart,
Nintendo’s argument is supported by case law. Although the Copyright Act requires a court to consider “the effect of the use upon the potential market for or value of the copyrighted work,” 17 U.S.C. § 107(4) (emphasis added), we held in Abend that “[although the motion picture will have no adverse effect on bookstore sales of the [underlying] novel — and may in fact have a beneficial effect — it is ‘clear that [the film’s producer] may not invoke the defense of fair use.’ ”
Still, Nintendo’s argument is undermined by the facts. The district court considered the potential market for derivative works based on Nintendo game cartridges and found that: (1) “Nintendo has not, to date, issued or considered issuing altered versions of existing games,” Galoob,
The district court also noted that Nintendo's assertion that it may wish to re-release altered versions of its game cartridges is contradictеd by its position in various other lawsuits:
In those actions, Nintendo opposes antitrust claims by using the vagaries of the video game industry to rebut the impact and permanence of its market control, if any. Having indoctrinated this Court as to the fast pace and instability of the video game industry, Nintendo may not now, without any data, redefine that market in its request for the extraordinary remedy sought herein____ While board games may never die, good video games are mortal.
Galoob,
Nintendo’s most persuasive argument is- that the creative nature of its audiovisual displays weighs against a finding of fair use. The Supreme Court has acknowledged that “fair use is more likely to be found in factual works than fictional works.” Stewart,
3. Temporary and permanent injunction
Galoob has not violated the Copyright Act. Nintendo therefore is not entitled to a temporary or permanent injunction.
AFFIRMED.
Concurrence Opinion
concurring in the judgment:
I concur in the judgment for reasons stated by the district court, Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.,
