Sega v. Accolade
Sega Enterprises Ltd. v. Accolade, Inc., (http://bulk.resource.org/courts.gov/c/F2/977/977.F2d.1510.92-15655.html) is a significant case in American intellectual property law. The
case involved several overlapping issues, including the scope of copyright,
permissible uses for trademarks, and the scope of fair use for computer code.
In the late 1980s, Sega became concerned about software and
hardware piracy in Southeast Asia, and particularly in Taiwan. Taiwan was not a
signatory of the Berne Convention on copyright, limiting Sega's legal options.
However, Taiwan did allow prosecution for trademark infringement. As a result,
the Sega Genesis III incorporated a technical protection mechanism intended to
facilitate trademark suits against companies producing pirate Genesis games.
When a game cartridge was inserted, the console would check for the presence of
the string "SEGA" at a particular point in the memory contained in
the cartridge. If the string was present, the console would display the
message: "PRODUCED BY OR UNDER LICENSE FROM SEGA ENTERPRISES LTD." If
not, the game wouldn't run.
Accolade, a video game developer, was a legal but unlicensed
third-party vendor of Genesis-compatible games. Prior to the release of the
Genesis III, they had reverse-engineered a number of Sega games and noted the
presence of the 'SEGA' string. Accolade engineers suspected it would at some
point be used as an authorization technique and had incorporated the same
string into their own games at the appropriate location.
On October 31, 1991,
Sega filed suit in the United States District Court for the Northern District
of California. Sega raised two primary issues: first, that causing the console
to display the Sega message was falsely using the Sega trademark and second,
that Accolade's reverse engineering had infringed Sega's copyright. On April 3,
1992, the district court ruled that Sega was likely to prevail at trial, and
issued a preliminary injunction on behalf of Sega, prohibiting future sales by
Accolade of Genesis-compatible games incorporating the Sega message or using
the results of the reverse engineering. Accolade appealed to the Ninth Circuit,
which overruled the district court.
Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. (Ninth Circuit Court of Appeals, 1992)
Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. (http://scholar.google.com/scholar_case?case=14167398686354689030&hl=en&as_sdt=2&as_vis=1&oi=scholarr) was a court case which established the rights
of users to modify copyrighted works for their own use.
Under license from UK company Codemasters, Galoob
manufactured an add-on product called Game Genie, which allowed users to modify
video games by entering in certain codes; for example, a code might make the
player invincible by negating the programming that updates the player's health
amount. Nintendo, which sold a video game system and video games that could be
modified by Game Genie, sued Galoob for copyright infringement, alleging that
Game Genie made a derivative work, violating Nintendo's copyright in their
video games.
An earlier case on similar facts (Midway Manufacturing Co.
v. Artic International, Inc.) favored the original copyright holder. Nintendo
relied heavily on this case as precedent for its legal arguments.
The court battle began in May of 1990, when Galoob filed a
complaint against Nintendo in U.S. District Court, seeking a declaratory
judgement that the Game Genie did not violate Nintendo's copyrights, as well as
an injunction preventing Nintendo from modifying their NES game system to make
it incompatible with the Game Genie. Nintendo responded by filing a complaint
against Galoob, seeking an injunction preventing Galoob from selling the Game
Genie.
In July of 1990, the court granted Nintendo a preliminary
injunction, preventing Galoob from selling the Game Genie until the court
matter was resolved. It also ordered Nintendo to post a bond (initially
$100,000, later increased to $15 million), in order to ensure Galoob be
compensated for sales lost during the injunction, should Galoob win the
case. Galoob appealed the injunction to the Ninth Circuit Court of Appeals,
but lost.
After over a year of legal wrangling, the trial concluded in
July of 1991, with District Judge Fern M. Smith ruling in favor of Galoob,
declaring that the Game Genie did not violate Nintendo's copyrights. Smith
compared usage of the Game Genie to "skipping portions of a book" or
fast-forwarding through a purchased movie; thus the altered game content did
not constitute the creation of a derivative work as Nintendo had argued. Smith
wrote, in part, "Having paid Nintendo a fair return, the consumer may
experiment with the product and create new variations of play, for personal
enjoyment, without creating a derivative work." Nintendo appealed the
ruling to the Ninth Circuit Court of Appeals, but lost as the Ninth Circuit
affirmed the lower court's decision.
In December of 1991, a hearing was held to determine how
much of the $15 million bond would be awarded to Galoob to compensate for
losses during the approximately one-year period they were prohibited from
selling the Game Genie. The court found that because Galoob's losses actually
exceeded $15 million, that Galoob was entitled to the entire amount, plus legal
fees. Nintendo appealed this decision to the Ninth Circuit, but lost again. (http://openjurist.org/16/f3d/1032/nintendo-of-america-inc-v-lewis-galoob-toys-inc).
at last...i found it...i'll use it as a reference for my assignment..thank u..=P
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