LEWIS GALOOB TOYS, INC., Plаintiff-Appellee, v. NINTENDO OF AMERICA, INC., Defendant-Appellant. NINTENDO OF AMERICA, INC., Plaintiff-Appellant, v. LEWIS GALOOB TOYS, INC., Defendant-Appellee.
No. 91-16205.
United States Court of Appeals, Ninth Circuit.
May 21, 1992
As Amended Aug. 5, 1992.
964 F.2d 965
Jerome B. Falk, Jr., Howard, Rice, Nemerovski, Canady, Robertson & Falk, San Francisco, Cal., for plaintiff-appellee.
Argued and Submitted March 12, 1992.
Decided May 21, 1992.
As Amended Aug. 5, 1992.
sitting by designation.
Nintendo 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., 780 F.Supp. 1283 (N.D.Cal.1991). We have appellate jurisdiction pursuant to
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 audiоvisual works under
The Game Genie is a device manufactured by Galoob 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 сhanges made by the Game Genie by entering codes provided 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 exаmple, then the character can be made 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 derivаtive works based on their copyrighted works. See
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 work” is a work based upоn 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.”
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,”
A work is ‘created’ when it is fixed in a cоpy 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.
The district court‘s finding that no independent work is created, see Galoob, 780 F.Supp. at 1291, is supported by the record. The Game Genie merely enhances the audiovisual displays (or underlying data bytes) that originate in Nintendo game cartridges. The аltered displays do not incorporate a portion of a copyrighted work in some concrete or permanent form. Nintendo argues that the Game Genie‘s displays are as fixed in the hardware and software used to create them as Nintendo‘s original displays. Nintendo‘s argument ignores the fact that the Game Genie cannot produce an audiovisual display; the underlying display must be produced by a Nintendo Entertainment System and game cartridge. Even if we were to rely on the Copyright Act‘s definition of “fixed,” we would similarly conclude that the resulting display is not “embodied,” see
Mirage Editions is illustrative. Albuquerque A.R.T. transferred artworks from a commemorative book to individual ceramic tiles. See Mirage Editions, 856 F.2d at 1342. We held that “[b]y borrowing and mounting the preexisting, copyrighted individual art images without the consent of the copyright proprietors ... [Albuquerque A.R.T.] has prepared a derivative work and infringed the subjеct copyrights.” Id. at 1343. The ceramic tiles physically incorporated the copyrighted works in a form that could be sold. Perhaps more importantly, sales of the tiles supplanted purchasers’ demand for the underlying works. Our holding in Mirage Editions would have been much different if Albuquerque A.R.T. had distributed lenses that merely enabled users to view several artworks simultaneously.
Nintendo asserted at oral argument that the existence of a $150 million market for the Game Geniе 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 “‘audiovisual 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.”
Nintendo relies heavily on Midway Mfg. Co. v. Artic Int‘l, Inc., 704 F.2d 1009 (7th Cir.), cert. denied, 464 U.S. 823 (1983). Midway can be distinguished. The defendant in Midway, Artic Internаtional, marketed a computer chip that could be inserted in Galaxian video games to speed up the rate of play. The Seventh Circuit held that the speeded-up version of Galaxian was a derivative work. Id. at 1013-14. Artic‘s chip substantially copied and replaced the chip that was originally distributed by Midway. Purchasers of Artic‘s chip also benefited economically by offering the altered game for use by the general publiс. The Game Genie does not physically incorporate a portion of a copyrighted work, nor does it supplant demand for a component of that work. The court in Midway acknowledged that the Copyright Act‘s definition of “derivative work” “must be stretched to accommodate speeded-up video games.” Id. at 1014. Stretching that definition further would chill innovation and fail to protect “society‘s competing interest in the free flow of ideas, information, and commerce.” Sony Corp. of America v. Universal City Studios, Inc., 464 U.S. 417, 429 (1984).
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 signalling 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 recast, 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 cоpyrighted material in a reasonable manner without the consent of the copyright owner.” Narell v. Freeman, 872 F.2d 907, 913 (9th Cir.1989) (citations omitted). The district court concluded that, even if the audiovisual displays created by the Game Genie are derivative works, Galoob is not liable under
- the purpose and character of the use, including whether such use is of а commercial nature or is for nonprofit educational purposes;
- the nature of the copyrighted work;
- the amount and substantiality of the portion used in relation to the copyrighted work as a whole;
- the effect of the use upon the potential market for or value of the copyrighted work.
The factors are nonexclusive, see Fisher v. Dees, 794 F.2d 432, 435 (9th Cir.1986), and section 107 does not indicate how much weight should be ascribed to each.
Much of the parties’ dispute regarding the fair use defense concerns the рroper focus of the court‘s inquiry: (1) Galoob or (2) consumers 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, “[b]ecause the Game Genie does not create a derivativе work when used in conjunction with a copyrighted video game, Galoob does not ‘authorize the use of a copyrighted work without the actual authority from the copyright owner.‘” Galoob, 780 F.Supp. at 1298 (quoting Sony, 464 U.S. at 435 n. 17). Although infringement by authorization is a form of direct infringement, this does not change the proper focus of our inquiry; a party cannot authorize another party to infringe a copyright unless the authorized conduct would itself be unlawful.
Nintendo disputes this conclusion. Aсcording to Nintendo, a party can unlawfully authorize another party 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, 464 U.S. at 449, for example, the Court considered whether consumers were using the Betamax for a commercial or noncommercial purpose even though Sony itself obviously was acting in its own commercial self-interest. Professor Nimmer similarly concludes that, “to the extent that an activity does not violate one of those five enumerated rights [see
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, 780 F.Supp. at 1293. Nintendo argues that Game Genie users are supplanting its commercially valuаble right to make and sell derivative works. Nintendo‘s reliance on Harper & Row Publishers, Inc. v. Nation Enters., 471 U.S. 539, 562 (1985), is misplaced. The commercially valuable right at issue in Harper & Row was the right of first publication; Nation Enterprises intended to publish the copyrighted materials for profit. See id. at 562-63. See also Sony, 464 U.S. at 449 (“If the Betamax were used to make copies for a commercial or profit-making purpose, such use would presumptively be unfair.“). Game Genie users are engaged in a non-profit activity. Their use of the Game Genie to create derivative works therefore is presumptively fair. See Sony, 464 U.S. at 449.
The district court also concluded that “[t]he [Nintendo] works’ published nature supports the fairness of the use.” Galoob, 780 F.Supp. at 1293. Nintendo argues that it has not published the derivative works created by the Game Genie. This argument ignores the plain language of
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, 780 F.Supp. at 1293. The video tape recorders at issue in Sony allowed consumers to tape copyrighted works in their entirety. The Supreme Court nevertheless held that, “when one considers ... that [video tape recording] merely enables a viewer to see such a work which he had been invited to witness in its entirety free of charge, the fact that the entire work is reproduced does not have its ordinary effect of militating against a finding of fair use.” 464 U.S. at 449-50. Consumers arе not invited to witness Nintendo‘s audiovisual displays free of charge, but, once they have paid to do so, the fact that the derivative works created by the Game Genie are comprised almost entirely of Nintendo‘s copyrighted displays does not militate against a finding of fair use.
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 cоpy 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 Betamax purchasers were skipping portions of copyrighted works or viewing denouemеnts 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, 495 U.S. at 238 (quoting 3 Nimmer on Copyright § 13.05[A], at 13-81). The district court concluded that “Nintendo has failed to show any harm to the present market for its copyrighted games and has failed to establish the reasonable likelihood of a potential market for slightly altered versions of the games at suit.” Galoob, 780 F.Supp. at 1295. Nintendo‘s main argument on appeal is that the test for market harm encompasses the potential market for derivative works. Because the Game Genie is used for a noncommercial purpose, the likelihood of future harm may not be presumed. See Sony, 464 U.S. at 451. Nintendo must show “by a preponderance of the evidence that some meaningful likelihood of future harm exists.” Id. (emphasis supplied).
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,”
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, 780 F.Supp. at 1295, and (2) Nintendo “has failed to shоw the reasonable likelihood of such a market.” Id. The record supports the court‘s findings. According to Stephen Beck, Galoob‘s expert witness, junior or expert versions of existing Nintendo games would enjoy very little market interest because the original version of each game already has been designed to appeal to the largest number of consumers. Mr. Beck
The district court also noted that Nintendo‘s assertion that it may wish to re-release altered versions of its game cartridges is contradicted by its pоsition 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, 780 F.Supp. at 1295. The existence of this potential market cannot be presumed. See Sony, 464 U.S. at 451. See also Wright v. Warner Books, Inc., 953 F.2d 731, 739 (2d Cir.1991) (affirming district court‘s finding of no reasonable likelihood of injury to alleged market because “[p]laintiff has offered no evidence that the project will go forward“). The fourth and most important fair use factor also favors 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, 495 U.S. at 237. This consideration weighs against a finding of fair use, but it is not dispositive. See Sony, 464 U.S. at 448 (fair use defense is an “equitable rule of reason“). The district court could properly conclude that Game Genie users are making a fair use of Nintendo‘s displays.
3. Temporary and permanent injunction
Galoob has not violated the Copyright Act. Nintendo therefore is not entitled to a temporary or permanent injunction.
AFFIRMED.
RYMER, Circuit Judge, 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., 780 F.Supp. 1283 (N.D.Cal.1991).
