SEGA
ENTERPRISES LTD.,
a Japanese corporation, Plaintiff-Appellee,
v.
ACCOLADE,
INC.,
a California corporation, Defendant-Appellant.
No. 92-15655
UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT
July 20, 1992, Argued and Submitted,
San Francisco, California
January 6, 1993, Filed
PRIOR HISTORY: Appeal from the United States District Court for
the Northern
District of California. D.C. No. CV-91-3871-BAC. Barbara A.
Caulfield, District Judge,
Presiding.
COUNSEL:
William S. Coats, Gibson, Dunn & Crutcher, San Francisco,
California, for the
defendant-appellant.
Joel Linzner, Crosby, Heafey, Roach & May, Oakland, California, for the plaintiff-appellee.
Dennis S. Karjala, Arizona State University, Tempe, Arizona,
for amicus curiae Copyright
Law Professors.
Peter M. C. Choy, American Committee for Interoperable Systems,
Mountain View,
California, for amicus curiae American Committee for Interoperable
Systems.
John Haven Chapman, Chapman, Moran, Hubbard, Glazer & Zimmerman,
Stamford,
Connecticut; Thomas N. White, Santa Clara, California, for amicus
curiae Computer and
Communications Industry Association.
Morton David Goldberg, Schwab, Goldberg, Price & Dannay,
New York, New York for
amicus curiae Computer & Business Equipment Manufactures
Association, et al.
JUDGES: Before: William C. Canby, Jr., Stephen Reinhardt, and
Edward Leavy, Circuit
Judges.
Opinion by Judge Reinhardt.
OPINION: ORDER AND AMENDED OPINION
REINHARDT, Circuit Judge:
This case presents several difficult questions of first impression
involving our copyright
and trademark laws. n1 We are asked to determine, first, whether
the Copyright Act
permits persons who are neither copyright holders nor licensees
to disassemble a
copyrighted computer program in order to gain an understanding
of the unprotected
functional elements of the program. In light of the public policies
underlying the Act, we
conclude that, when the person seeking the understanding has
a legitimate reason for
doing so and when no other means of access to the unprotected
elements exists, such
disassembly is as a matter of law a fair use of the copyrighted
work. Second, we must
decide the legal consequences under the Lanham Trademark Act
of a computer
manufacturer's use of a security system that affords access
to its computers to software
cartridges that include an initialization code which triggers
a screen display of the
computer manufacturer's trademark. The computer manufacturer
also manufactures
software cartridges; those cartridges all contain the initialization
code. The question is
whether the computer manufacturer may enjoin competing cartridge
manufacturers
from gaining access to its computers through the use of the
code on the ground that
such use will result in the display of a "false" trademark.
Again, our holding is based on
the public policies underlying the statute. We hold that when
there is no other method
of access to the computer that is known or readily available
to rival cartridge
manufacturers, the use of the initialization code by a rival
does not violate the Act even
though that use triggers a misleading trademark display. Accordingly,
we reverse the
district court's grant of a preliminary injunction in favor
of plaintiff-appellee Sega
Enterprises, Ltd. on its claims of copyright and trademark infringement.
We decline,
however, to order that an injunction pendente lite issue precluding
Sega from continuing
to use its security system, even though such use may result
in a certain amount of false
labeling. We prefer to leave the decision on that question to
the district court initially.
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n1 The recent decision by the Federal Circuit in Atari Games
Corp. v. Nintendo of
America, Inc., No. 91-1293 (Fed. Cir. Sept. 10, 1992), which
discusses a number of the
issues we decide here, is consistent both with our analysis
and the result we reach.
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I. Background
Plaintiff-appellee Sega Enterprises, Ltd. ("Sega"), a Japanese
corporation, and its
subsidiary, Sega of America, develop and market video entertainment
systems, including
the "Genesis" console (distributed in Asia under the name "Mega-Drive")
and video game
cartridges. Defendant-appellant Accolade, Inc., is an independent
developer,
manufacturer, and marketer of computer entertainment software,
including game
cartridges that are compatible with the Genesis console, as
well as game cartridges that
are compatible with other computer systems.
Sega licenses its copyrighted computer code and its "SEGA" trademark
to a number of
independent developers of computer game software. Those licensees
develop and sell
Genesis-compatible video games in competition with Sega. Accolade
is not and never
has been a licensee of Sega. Prior to rendering its own games
compatible with the
Genesis console, Accolade explored the possibility of entering
into a licensing
agreement with Sega, but abandoned the effort because the agreement
would have
required that Sega be the exclusive manufacturer of all games
produced by Accolade.
Accolade used a two-step process to render its video games compatible
with the
Genesis console. First, it "reverse engineered" Sega's video
game programs in order to
discover the requirements for compatibility with the Genesis
console. As part of the
reverse engineering process, Accolade transformed the machine-readable
object code
contained in commercially available copies of Sega's game cartridges
into
human-readable source code using a process called "disassembly"
or "decompilation". n2
Accolade purchased a Genesis console and three Sega game cartridges,
wired a
decompiler into the console circuitry, and generated printouts
of the resulting source
code. Accolade engineers studied and annotated the printouts
in order to identify areas
of commonality among the three game programs. They then loaded
the disassembled
code back into a computer, and experimented to discover the
interface specifications for
the Genesis console by modifying the programs and studying the
results. At the end of
the reverse engineering process, Accolade created a development
manual that
incorporated the information it had discovered about the requirements
for a
Genesis-compatible game. According to the Accolade employees
who created the
manual, the manual contained only functional descriptions
of the interface
requirements and did not include any of Sega's code.
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n2 Computer programs are written in specialized alphanumeric
languages, or "source
code". In order to operate a computer, source code must be translated
into computer
readable form, or "object code". Object code uses only two symbols,
0 and 1, in
combinations which represent the alphanumeric characters of
the source code. A program
written in source code is translated into object code using
a computer program called an
"assembler" or "compiler", and then imprinted onto a silicon
chip for commercial
distribution. Devices called "disassemblers" or "decompilers"
can reverse this process by
"reading" the electronic signals for "0" and "1" that are produced
while the program is
being run, storing the resulting object code in computer memory,
and translating the
object code into source code. Both assembly and disassembly
devices are commercially
available, and both types of devices are widely used within
the software industry.
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In the second stage, Accolade created its own games for
the Genesis. According
to Accolade, at this stage it did not copy Sega's programs,
but relied only on the
information concerning interface specifications for the Genesis
that was contained in its
development manual. Accolade maintains that with the exception
of the interface
specifications, none of the code in its own games is derived
in any way from its
examination of Sega's code. In 1990, Accolade released "Ishido",
a game which it had
originally developed and released for use with the Macintosh
and IBM personal computer
systems, for use with the Genesis console.
Even before Accolade began to reverse engineer Sega's games,
Sega had grown
concerned about the rise of software and hardware piracy in
Taiwan and other Southeast
Asian countries to which it exported its products. Taiwan is
not a signatory to the Berne
Convention and does not recognize foreign copyrights. Taiwan
does allow prosecution of
trademark counterfeiters. However, the counterfeiters had discovered
how to modify
Sega's game programs to blank out the screen display of Sega's
trademark before
repackaging and reselling the games as their own. Accordingly,
Sega began to explore
methods of protecting its trademark rights in the Genesis
and Genesis-compatible
games. While the development of its own trademark security system
(TMSS) was
pending, Sega licensed a patented TMSS for use with the Genesis
home entertainment
system.
The most recent version of the Genesis console, the "Genesis
III", incorporates the
licensed TMSS. When a game cartridge is inserted, the microprocessor
contained in the
Genesis III searches the game program for four bytes of data
consisting of the letters
"S-E-G-A" (the "TMSS initialization code"). If the Genesis III
finds the TMSS initialization
code in the right location, the game is rendered compatible
and will operate on the
console. In such case, the TMSS initialization code then prompts
a visual display for
approximately three seconds which reads "PRODUCED BY OR UNDER
LICENSE FROM
SEGA ENTERPRISES LTD" (the "Sega Message"). All of Sega's game
cartridges, including
those disassembled by Accolade, contain the TMSS initialization
code.
Accolade learned of the impending release of the Genesis III
in the United States in
January, 1991, when the Genesis III was displayed at a consumer
electronics show.
When a demonstration at the consumer electronics show
revealed that Accolade's
"Ishido" game cartridges would not operate on the Genesis III,
Accolade returned to the
drawing board. During the reverse engineering process, Accolade
engineers had
discovered a small segment of code - the TMSS initialization
code - that was included in
the "power-up" sequence of every Sega game, but that had no
identifiable function. The
games would operate on the original Genesis console even if
the code segment was
removed. Mike Lorenzen, the Accolade engineer with primary responsibility
for reverse
engineering the interface procedures for the Genesis console,
sent a memo regarding the
code segment to Alan Miller, his supervisor and the current
president of Accolade, in
which he noted that "it is possible that some future Sega peripheral
device might
require it for proper initialization."
In the second round of reverse engineering, Accolade engineers
focused on the code
segment identified by Lorenzen. After further study, Accolade
added the code to its
development manual in the form of a standard header file to
be used in all games. The
file contains approximately twenty to twenty-five bytes of data.
Each of Accolade's
games contains a total of 500,000 to 1,500,000 bytes.
According to Accolade
employees, the header file is the only portion of Sega's code
that Accolade copied into
its own game programs.
In 1991, Accolade released five more games for use with the Genesis
III, "Star Control",
"Hardball!", "Onslaught", "Turrican", and "Mike Ditka Power
Football." With the exception
of "Mike Ditka Power Football", all of those games, like "Ishido",
had originally been
developed and marketed for use with other hardware systems.
All contained the
standard header file that included the TMSS initialization code.
According to Accolade, it
did not learn until after the Genesis III was released on the
market in September, 1991,
that in addition to enabling its software to operate on the
Genesis III, the header file
caused the display of the Sega Message. All of the games except
"Onslaught" operate
on the Genesis III console; apparently, the programmer who translated
"Onslaught" for
use with the Genesis system did not place the TMSS initialization
code at the correct
location in the program.
All of Accolade's Genesis-compatible games are packaged in a
similar fashion. The front
of the box displays Accolade's "Ballistic" trademark and
states "for use with
Sega Genesis and Mega Drive Systems." The back of the box contains
the following
statement: "Sega and Genesis are registered trademarks of Sega
Enterprises, Ltd.
Game 1991 Accolade, Inc. All rights reserved. Ballistic is a
trademark of Accolade, Inc.
Accolade, Inc. is not associated with Sega Enterprises, Ltd.
All product and corporate
names are trademarks and registered trademarks of their respective
owners."
Sega filed suit against Accolade on October 31, 1991, alleging
trademark infringement
and false designation of origin in violation of sections 32(1)
and 43(a) of the Lanham
Act, 15 U.S.C. §§ 1114(a)(1), 1125(a). n3 On November
29, 1991, Sega amended its
complaint to include a claim for copyright infringement. Accolade
filed
a counterclaim
against Sega for false designation of origin under section 43(a)
of the Lanham Act, 15
U.S.C. § 1125(a). n4 The parties filed cross-motions for
preliminary injunctions on their
respective claims.
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n3 The complaint also included state law claims for common law
trademark infringement,
dilution, unfair competition, and false or misleading statements.
None of the state law
claims are at issue in this appeal.
n4 Accolade also asserted state law counterclaims for unfair
competition, false or
misleading statements, and intentional interference with prospective
economic
advantage. Again, the state law counterclaims are not at issue
here.
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After expedited discovery and a hearing, the district court granted
Sega's motion. Prior
to the hearing, Sega introduced the declaration of Takeshi Nagashima,
an employee of
Sega. Nagashima stated that it was possible either to create
a game program which did
not contain the TMSS code but would still operate on the Genesis
III, or to modify a
game program so that the Sega Message would not appear when
the game cartridge
was inserted. Nagashima stated that he had been able to make
both modifications using
standard components, at a total extra cost of approximately
fifty cents. At the hearing,
counsel for Sega produced two game cartridges which, he represented,
contained the
modifications made by Nagashima, and demonstrated to the district
judge that the Sega
Message did not appear when the cartridges were inserted into
a Genesis III console.
Sega offered to make the cartridges available for inspection
by Accolade's
counsel, but declined to let Accolade's software engineers examine
the cartridges or to
reveal the manner in which the cartridges had been modified.
The district court
concluded that the TMSS code was not functional and that Accolade
could not assert a
functionality defense to Sega's claim of trademark infringement.
With respect to Sega's copyright claim, the district court rejected
Accolade's contention
that intermediate copying of computer object code does not constitute
infringement
under the Copyright Act. It found that Accolade had disassembled
Sega's code for a
commercial purpose, and that Sega had likely lost sales of its
games as a result of
Accolade's copying. The court further found that there were
alternatives to disassembly
that Accolade could have used in order to study the functional
requirements for Genesis
compatibility. Accordingly, it also rejected Accolade's fair
use defense to Sega's
copyright infringement claim.
Based on its conclusion that Sega is likely to succeed on the
merits of its claims for
copyright and trademark infringement, on April 3, 1992, the
district court enjoined
Accolade from: (1) disassembling Sega's copyrighted code; (2)
using or
modifying Sega's copyrighted code; (3) developing, manufacturing,
distributing, or
selling Genesis-compatible games that were created in whole
or in part by means that
included disassembly; and (4) manufacturing, distributing, or
selling any
Genesis-compatible game that prompts the Sega Message. On April
9, 1992, in response
to a request from Sega, the district court modified the preliminary
injunction order to
require the recall of Accolade's infringing games within ten
business days.
On April 14, 1992, Accolade filed a motion in the district court
for a stay of the
preliminary injunction pending appeal. When the district court
failed to rule on the
motion for a stay by April 21, ten business days after the April
9 recall order, Accolade
filed a motion for an emergency stay in this court pursuant
to 9th Cir. R. 27-3, together
with its notice of appeal. On April 23, we stayed the April
9 recall order. The April 3
preliminary injunction order remained in effect until August
28, when we ordered it
dissolved and announced that this opinion would follow.
II. Standard of Review
In order to obtain a preliminary injunction, the movant must
demonstrate "either a
likelihood of success on the merits and the possibility of irreparable
injury, or
that serious questions going to the merits were raised and the
balance of hardships tips
sharply in its favor." Johnson Controls, Inc. v. Phoenix Control
Systems, Inc., 886 F.2d
1173, 1174 (9th Cir. 1989). We may reverse the district court's
grant of a preliminary
injunction to Sega if the district court abused its discretion,
made an error of law, or
based its decision on an erroneous legal standard or on clearly
erroneous findings of
fact. Religious Technology Ctr. v. Scott, 869 F.2d 1306, 1309
(9th Cir. 1989); Lou v.
Belzberg, 834 F.2d 730, 733 (9th Cir. 1987), cert. denied, 485
U.S. 993, 99 L. Ed. 2d 512,
108 S. Ct. 1302 (1988).
III. Copyright Issues
Accolade raises four arguments in support of its position that
disassembly of the object
code in a copyrighted computer program does not constitute copyright
infringement.
First, it maintains that intermediate copying does not infringe
the exclusive rights
granted to copyright owners in section 106 of the Copyright
Act unless the end product
of the copying is substantially similar to the copyrighted work.
Second, it argues
that disassembly of object code in order to gain an understanding
of the ideas and
functional concepts embodied in the code is lawful under section
102(b) of the Act, which
exempts ideas and functional concepts from copyright protection.
Third, it suggests that
disassembly is authorized by section 117 of the Act, which entitles
the lawful owner of a
copy of a computer program to load the program into a computer.
Finally, Accolade
contends that disassembly of object code in order to gain an
understanding of the ideas
and functional concepts embodied in the code is a fair use that
is privileged by section
107 of the Act.
Neither the language of the Act nor the law of this circuit supports
Accolade's first three
arguments. Accolade's fourth argument, however, has merit. Although
the question is
fairly debatable, we conclude based on the policies underlying
the Copyright Act that
disassembly of copyrighted object code is, as a matter of law,
a fair use of the
copyrighted work if such disassembly provides the only means
of access to those
elements of the code that are not protected by copyright and
the copier has a legitimate
reason for seeking such access. Accordingly, we hold that
Sega has failed to
demonstrate a likelihood of success on the merits of its copyright
claim. Because on the
record before us the hardships do not tip sharply (or at all)
in Sega's favor, the
preliminary injunction issued in its favor must be dissolved,
at least with respect to that
claim.
A. Intermediate Copying
We have previously held that the Copyright Act does not distinguish
between
unauthorized copies of a copyrighted work on the basis of what
stage of the alleged
infringer's work the unauthorized copies represent. Walker v.
University Books, 602 F.2d
859, 864 (9th Cir. 1979) ("The fact that an allegedly infringing
copy of a protected work
may itself be only an inchoate representation of some final
product to be marketed
commercially does not in itself negate the possibility of infringement.").
Our holding in
Walker was based on the plain language of the Act. Section 106
grants to the copyright
owner the exclusive rights "to reproduce the work in copies",
"to prepare derivative works
based upon the copyrighted work", and to authorize the preparation
of copies and
derivative works. 17 U.S.C. § 106 (1)-(2). Section
501 provides that "anyone who
violates any of the exclusive rights of the copyright owner
as provided by sections 106
through 118 . . . is an infringer of the copyright." Id. §
501(a). On its face, that language
unambiguously encompasses and proscribes "intermediate copying".
Walker, 602 F.2d at
863-64; see also Walt Disney Productions v. Filmation Associates,
628 F. Supp. 871,
875-76 (C.D. Cal. 1986).
In order to constitute a "copy" for purposes of the Act, the
allegedly infringing work must
be fixed in some tangible form, "from which the work can be
perceived, reproduced, or
otherwise communicated, either directly or with the aid of a
machine or device." 17
U.S.C. § 101. The computer file generated by the disassembly
program, the printouts of
the disassembled code, and the computer files containing Accolade's
modifications of
the code that were generated during the reverse engineering
process all satisfy that
requirement. The intermediate copying done by Accolade therefore
falls squarely within
the category of acts that are prohibited by the statute.
Accolade points to a number of cases that it argues establish
the lawfulness of
intermediate copying. Most of the cases involved the alleged
copying of books, scripts,
or literary characters. See v. Durang, 711 F.2d 141 (9th Cir.
1983); Warner Bros. v. ABC,
654 F.2d 204 (2d Cir. 1981); Miller v. Universal City Studios,
Inc., 650 F.2d 1365 (5th Cir.
1981); Walker v. Time Life Films, Inc., 615 F. Supp. 430 (S.D.N.Y.
1985), aff'd, 784 F.2d
44 (2d Cir.), cert. denied, 476 U.S. 1159, 90 L. Ed. 2d 721,
106 S. Ct. 2278 (1986); Davis
v. United Artists, Inc., 547 F. Supp. 722 (S.D.N.Y. 1982); Fuld
v. NBC, 390 F. Supp. 877
(S.D.N.Y. 1975); Cain v. Universal Pictures Co., 47 F. Supp.
1013 (S.D. Cal. 1942). In
each case, however, the eventual lawsuit alleged infringement
only as to the final work
of the defendants. We conclude that this group of cases does
not alter or limit the
holding of Walker.
The remaining cases cited by Accolade, like the case before us,
involved intermediate
copying of computer code as an initial step in the development
of a competing
product. Computer Assoc. Int'l v. Altai, Inc., 1992 U.S. App.
LEXIS 14305, 23 U.S.P.Q.2D
(BNA) 1241 (2d Cir. 1992) ("CAI"); NEC Corp. v. Intel Corp.,
1989 U.S. Dist. LEXIS 1409,
10 U.S.P.Q.2D (BNA) 1177 (N.D. Cal. 1989); E.F. Johnson Co.
v. Uniden Corp., 623 F.
Supp. 1485 (D. Minn. 1985). In each case, the court based its
determination regarding
infringement solely on the degree of similarity between the
allegedly infringed work and
the defendant's final product. A close reading of those cases,
however, reveals that in
none of them was the legality of the intermediate copying at
issue. Sega cites an equal
number of cases involving intermediate copying of copyrighted
computer code to support
its assertion that such copying is prohibited. Atari Games Corp.
v. Nintendo of America,
Inc., 18 U.S.P.Q.2D (BNA) 1935 (N.D. Cal. 1991); SAS Institute,
Inc. v. S&H Computer
Systems, Inc., 605 F. Supp. 816 (M.D. Tenn. 1985); S&H Computer
Systems, Inc. v. SAS
Institute, Inc., 568 F. Supp. 416 (M.D. Tenn. 1983); Hubco
Data Products v.
Management Assistance, Inc., 219 U.S.P.Q. (BNA) 450 (D. Idaho
1983). Again, however,
it appears that the question of the lawfulness of intermediate
copying was not raised in
any of those cases.
In summary, the question whether intermediate copying of computer
object code
infringes the exclusive rights granted to the copyright owner
in section 106 of the
Copyright Act is a question of first impression. In light of
the unambiguous language of
the Act, we decline to depart from the rule set forth in Walker
for copyrighted works
generally. Accordingly, we hold that intermediate copying of
computer object code may
infringe the exclusive rights granted to the copyright owner
in section 106 of the
Copyright Act regardless of whether the end product of the copying
also infringes those
rights. If intermediate copying is permissible under the Act,
authority for such copying
must be found in one of the statutory provisions to which the
rights granted in section
106 are subject.
B. The Idea/Expression Distinction
Accolade next contends that disassembly of computer object
code does not
violate the Copyright Act because it is necessary in order to
gain access to the ideas and
functional concepts embodied in the code, which are not protected
by copyright. 17
U.S.C. § 102(b). Because humans cannot comprehend object
code, it reasons,
disassembly of a commercially available computer program into
human-readable form
should not be considered an infringement of the owner's copyright.
Insofar as Accolade
suggests that disassembly of object code is lawful per se, it
seeks to overturn settled
law.
Accolade's argument regarding access to ideas is, in essence,
an argument that object
code is not eligible for the full range of copyright protection.
Although some scholarly
authority supports that view, we have previously rejected it
based on the language and
legislative history of the Copyright Act. Johnson Controls,
Inc. v. Phoenix Control Sys.,
Inc., 886 F.2d 1173, 1175 (9th Cir. 1989); Apple Computer, Inc.
v. Formula Int'l Inc.,
725 F.2d 521, 524-25 (9th Cir. 1984); see also Apple Computer,
Inc. v. Franklin
Computer Corp., 714 F.2d 1240, 1246-48 (3d Cir. 1983),
cert. dismissed, 464 U.S.
1033 (1984).
As recommended by the National Commission on New Technological
Uses of Copyrighted
Works (CONTU), the 1980 amendments to the Copyright Act unambiguously
extended
copyright protection to computer programs. Pub. L. 96-517, sec.
10, 94 Stat. 3028 (1980)
(codified at 17 U.S.C. §§ 101, 117); see National
Commission on New Technological Uses
of Copyrighted Works, Final Report 1 (1979) [CONTU Report].
n5 "The Act makes no
distinction between the copyrightability of those programs which
directly interact with
the computer user and those which simply manage the computer
system." Formula, 725
F.2d at 525. Nor does the Act require that a work be directly
accessible to humans in
order to be eligible for copyright protection. Rather, it extends
protection to all original
works "which . . . can be perceived, reproduced, or otherwise
communicated, either
directly or with the aid of a machine or device." 17 U.S.C.
§ 102(a); see Formula, 725
F.2d at 525. The statutory language, read together with the
CONTU report, leads
inexorably to the conclusion that the copyright in a computer
program extends to
the object code version of the program. Formula, 725 F.2d at
525; Franklin, 714 F.2d at
1248; CONTU Report at 21.
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n5 Congress adopted all of the statutory changes recommended
by CONTU verbatim.
Subsequent Congresses, the courts, and commentators have regarded
the CONTU Report
as the authoritative guide to congressional intent.
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Nor does a refusal to recognize a per se right to disassemble
object code lead to an
absurd result. The ideas and functional concepts underlying
many types of computer
programs, including word processing programs, spreadsheets,
and video game displays,
are readily discernible without the need for disassembly, because
the operation of such
programs is visible on the computer screen. The need to disassemble
object code arises,
if at all, only in connection with operations systems, system
interface procedures, and
other programs that are not visible to the user when operating
- and then only
when no alternative means of gaining an understanding of those
ideas and functional
concepts exists. In our view, consideration of the unique nature
of computer object code
thus is more appropriate as part of the case-by-case, equitable
"fair use" analysis
authorized by section 107 of the Act. See infra Part III(D).
Accordingly, we reject
Accolade's second argument.
C. Section 117
Section 117 of the Copyright Act allows the lawful owner of a
copy of a computer
program to copy or adapt the program if the new copy or adaptation
"is created as an
essential step in the utilization of the computer program in
conjunction with a machine
and . . . is used in no other manner." 17 U.S.C. § 117(1).
Accolade contends that
section 117 authorizes disassembly of the object code in a copyrighted
computer
program.
Section 117 was enacted on the recommendation of CONTU, which
noted that "because
the placement of any copyrighted work into a computer is the
preparation of a copy
[since the program is loaded into the computer's memory], the
law should
provide that persons in rightful possession of copies of programs
be able to use them
freely without fear of exposure to copyright liability." CONTU
Report at 13. We think it is
clear that Accolade's use went far beyond that contemplated
by CONTU and authorized
by section 117. Section 117 does not purport to protect a user
who disassembles object
code, converts it from assembly into source code, and makes
printouts and photocopies
of the refined source code version. n6
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n6 We need not decide whether section 117 protects only the use
intended by the
copyright owner, as Sega argues. See Vault Corp. v. Quaid Software
Ltd., 847 F.2d 255,
261 (5th Cir. 1988) (authorization of section 117(1) not limited
to use intended by
copyright owner).
- - - - - - - - - - - - - - - - -End Footnotes- - - - - - - - - - - - - - - - -
D. Fair Use
Accolade contends, finally, that its disassembly of copyrighted
object code as a
necessary step in its examination of the unprotected ideas and
functional
concepts embodied in the code is a fair use that is privileged
by section 107 of the Act.
Because, in the case before us, disassembly is the only means
of gaining access to
those unprotected aspects of the program, and because Accolade
has a legitimate
interest in gaining such access (in order to determine how to
make its cartridges
compatible with the Genesis console), we agree with Accolade.
Where there is good
reason for studying or examining the unprotected aspects of
a copyrighted computer
program, disassembly for purposes of such study or examination
constitutes a fair use.
1.
As a preliminary matter, we reject Sega's contention that the
assertion of a fair use
defense in connection with the disassembly of object code is
precluded by statute. First,
Sega argues that not only does section 117 of the Act not authorize
disassembly of
object code, but it also constitutes a legislative determination
that any copying of a
computer program other than that authorized by section 117 cannot
be considered a fair
use of that program under section 107. That argument verges
on the frivolous. Each of
the exclusive rights created by section 106 of the Copyright
Act is expressly
made subject to all of the limitations contained in sections
107 through 120. 17 U.S.C. §
106. Nothing in the language or the legislative history of section
117, or in the CONTU
Report, suggests that section 117 was intended to preclude the
assertion of a fair use
defense with respect to uses of computer programs that are not
covered by section 117,
nor has section 107 been amended to exclude computer programs
from its ambit.
Moreover, sections 107 and 117 serve entirely different functions.
Section 117 defines a
narrow category of copying that is lawful per se. 17 U.S.C.
§ 117. Section 107, by
contrast, establishes a defense to an otherwise valid claim
of copyright infringement. It
provides that particular instances of copying that otherwise
would be actionable are
lawful, and sets forth the factors to be considered in determining
whether the defense
applies. Id. § 107. The fact that Congress has not chosen
to provide a per se exemption
to section 106 for disassembly does not mean that particular
instances of
disassembly may not constitute fair use.
Second, Sega maintains that the language and legislative history
of section 906 of the
Semiconductor Chip Protection Act of 1984 (SCPA) establish that
Congress did not intend
that disassembly of object code be considered a fair use. Section
906 of the SCPA
authorizes the copying of the "mask work" on a silicon chip
in the course of reverse
engineering the chip. 17 U.S.C. § 906. The mask work in
a standard ROM chip, such as
those used in the Genesis console and in Genesis-compatible
cartridges, is a physical
representation of the computer program that is embedded in the
chip. The zeros and
ones of binary object code are represented in the circuitry
of the mask work by open and
closed switches. Sega contends that Congress's express authorization
of copying in the
particular circumstances set forth in section 906 constitutes
a determination that other
forms of copying of computer programs are prohibited.
The legislative history of the SCPA reveals, however, that Congress
passed a separate
statute to protect semiconductor chip products because
it believed that
semiconductor chips were intrinsically utilitarian articles
that were not protected under
the Copyright Act. H.R. Rep. No. 781, 98th Cong., 2d Sess. 8-10,
reprinted in 1984
U.S.C.C.A.N. 5750, 5757-59. Accordingly, rather than amend the
Copyright Act to extend
traditional copyright protection to chips, it enacted "a sui
generis form of protection,
apart from and independent of the copyright laws." Id. at 10,
1984 U.S.C.C.A.N. at 5759.
Because Congress did not believe that semiconductor chips were
eligible for copyright
protection in the first instance, the fact that it included
an exception for reverse
engineering of mask work in the SCPA says nothing about its
intent with respect to the
lawfulness of disassembly of computer programs under the Copyright
Act. Nor is the fact
that Congress did not contemporaneously amend the Copyright
Act to permit
disassembly significant, since it was focusing on the protection
to be afforded to
semiconductor chips. Here we are dealing not with an alleged
violation of the SCPA, but
with the copying of a computer program, which is governed by
the Copyright Act.
Moreover, Congress expressly stated that it did not intend
to "limit, enlarge or
otherwise affect the scope, duration, ownership or subsistence
of copyright protection . .
. in computer programs, data bases, or any other copyrightable
works embodied in
semiconductor chip products." Id. at 28, 1984 U.S.C.C.A.N. at
5777. Accordingly, Sega's
second statutory argument also fails. We proceed to consider
Accolade's fair use
defense.
2.
Section 107 lists the factors to be considered in determining
whether a particular use is
a fair one. Those factors include:
(1) the purpose and character of the use, including whether such
use is of a commercial
nature or is for nonprofit educational 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; and
(4) the effect of the use upon the potential market for or value of the copyrighted work.
17 U.S.C. § 107. The statutory factors are not exclusive.
Rather, the doctrine of fair use
is in essence "an equitable rule of reason." Harper & Row,
Publishers, Inc. v. Nation
Enterprises, 471 U.S. 539, 560, 85 L. Ed. 2d 588, 105 S. Ct.
2218 (1985) (quoting H.R.
Rep. No. 1476, 94th Cong., 2d Sess. 65, reprinted in 1976
U.S.C.C.A.N. 5659,
5679). Fair use is a mixed question of law and fact. Id. "Where
the district court has
found facts sufficient to evaluate each of the statutory factors,"
an appellate court may
resolve the fair use question as a matter of law. Id.
In determining that Accolade's disassembly of Sega's object code
did not constitute a
fair use, the district court treated the first and fourth statutory
factors as dispositive,
and ignored the second factor entirely. Given the nature and
characteristics of
Accolade's direct use of the copied works, the ultimate use
to which Accolade put the
functional information it obtained, and the nature of the market
for home video
entertainment systems, we conclude that neither the first nor
the fourth factor weighs in
Sega's favor. In fact, we conclude that both factors support
Accolade's fair use
defense, as does the second factor, a factor which is important
to the resolution of
cases such as the one before us.
(a)
With respect to the first statutory factor, we observe initially
that the fact that copying
is for a commercial purpose weighs against a finding of fair
use. Harper & Row, 471 U.S.
at 562. However, the presumption of unfairness that arises in
such cases can be
rebutted by the characteristics of a particular commercial use.
Hustler Magazine, Inc. v.
Moral Majority, Inc., 796 F.2d 1148, 1152 (9th Cir. 1986); see
also Maxtone-Graham v.
Burtchaell, 803 F.2d 1253, 1262 (2d Cir. 1986), cert. denied,
481 U.S. 1059, 95 L. Ed. 2d
856, 107 S. Ct. 2201 (1987). Further "the commercial nature
of a use is a matter of
degree, not an absolute . . . ." Maxtone-Graham, 803 F.2d at
1262.
Sega argues that because Accolade copied its object code in order
to produce a
competing product, the Harper & Row presumption applies
and precludes a finding of fair
use. That analysis is far too simple and ignores a number of
important considerations.
We must consider other aspects of "the purpose and character
of the use" as well. As we
have noted, the use at issue was an intermediate one only and
thus any commercial
"exploitation" was indirect or derivative.
The declarations of Accolade's employees indicate, and the district
court found, that
Accolade copied Sega's software solely in order to discover
the functional
requirements for compatibility with the Genesis console - aspects
of Sega's programs
that are not protected by copyright. 17 U.S.C. § 102(b).
With respect to the video game
programs contained in Accolade's game cartridges, there is no
evidence in the record
that Accolade sought to avoid performing its own creative work.
Indeed, most of the
games that Accolade released for use with the Genesis console
were originally
developed for other hardware systems. Moreover, with respect
to the interface
procedures for the Genesis console, Accolade did not seek to
avoid paying a customarily
charged fee for use of those procedures, nor did it simply copy
Sega's code; rather, it
wrote its own procedures based on what it had learned through
disassembly. Taken
together, these facts indicate that although Accolade's ultimate
purpose was the
release of Genesis-compatible games for sale, its direct purpose
in copying Sega's code,
and thus its direct use of the copyrighted material, was simply
to study the functional
requirements for Genesis compatibility so that it could modify
existing games and make
them usable with the Genesis console. Moreover, as we discuss
below, no other
method of studying those requirements was available to Accolade.
On these facts, we
conclude that Accolade copied Sega's code for a legitimate,
essentially non-exploitative
purpose, and that the commercial aspect of its use can best
be described as of minimal
significance.
We further note that we are free to consider the public benefit
resulting from a particular
use notwithstanding the fact that the alleged infringer may
gain commercially. See
Hustler, 796 F.2d at 1153 (quoting MCA, Inc. v. Wilson, 677
F.2d 180, 182 (2d Cir.
1981)). Public benefit need not be direct or tangible, but may
arise because the
challenged use serves a public interest. Id. In the case before
us, Accolade's
identification of the functional requirements for Genesis compatibility
has led to an
increase in the number of independently designed video game
programs offered for use
with the Genesis console. It is precisely this growth in creative
expression, based on the
dissemination of other creative works and the unprotected ideas
contained in those
works, that the Copyright Act was intended to promote. See Feist
Publications,
Inc. v. Rural Tel. Serv. Co., ___ U.S. ___, 111 S. Ct. 1282,
1290 (1991) (citing Harper &
Row, 471 U.S. at 556-57). The fact that Genesis-compatible video
games are not
scholarly works, but works offered for sale on the market, does
not alter our judgment in
this regard. We conclude that given the purpose and character
of Accolade's use of
Sega's video game programs, the presumption of unfairness has
been overcome and the
first statutory factor weighs in favor of Accolade.
(b)
As applied, the fourth statutory factor, effect on the potential
market for the copyrighted
work, bears a close relationship to the "purpose and character"
inquiry in that it, too,
accommodates the distinction between the copying of works in
order to make
independent creative expression possible and the simple exploitation
of another's
creative efforts. We must, of course, inquire whether, "if [the
challenged use] should
become widespread, it would adversely affect the potential market
for the copyrighted
work," Sony Corp. v. Universal City Studios, 464 U.S. 417, 451,
78 L. Ed. 2d 574, 104 S.
Ct. 774 (1984), by diminishing potential sales, interfering
with marketability, or
usurping the market, Hustler, 796 F.2d at 1155-56. If the copying
resulted in the latter
effect, all other considerations might be irrelevant. The Harper
& Row Court found a use
that effectively usurped the market for the copyrighted work
by supplanting that work to
be dispositive. 471 U.S. at 567-69. However, the same consequences
do not and could
not attach to a use which simply enables the copier to enter
the market for works of the
same type as the copied work.
Unlike the defendant in Harper & Row, which printed excerpts
from President Ford's
memoirs verbatim with the stated purpose of "scooping" a Time
magazine review of the
book, 471 U.S. at 562, Accolade did not attempt to "scoop" Sega's
release of any
particular game or games, but sought only to become a legitimate
competitor in the field
of Genesis-compatible video games. Within that market, it is
the characteristics of the
game program as experienced by the user that determine the program's
commercial
success. As we have noted, there is nothing in the record that
suggests that Accolade
copied any of those elements.
By facilitating the entry of a new competitor, the first lawful
one that is not a Sega
licensee, Accolade's disassembly of Sega's software undoubtedly
"affected" the market
for Genesis-compatible games in an indirect fashion. We note,
however, that while no
consumer except the most avid devotee of President Ford's regime
might be expected to
buy more than one version of the President's memoirs, video
game users typically
purchase more than one game. There is no basis for assuming
that Accolade's "Ishido"
has significantly affected the market for Sega's "Altered Beast",
since a consumer might
easily purchase both; nor does it seem unlikely that a consumer
particularly interested in
sports might purchase both Accolade's "Mike Ditka Power Football"
and Sega's "Joe
Montana Football", particularly if the games are, as Accolade
contends, not substantially
similar. In any event, an attempt to monopolize the market by
making it impossible for
others to compete runs counter to the statutory purpose of promoting
creative
expression and cannot constitute a strong equitable basis for
resisting the invocation of
the fair use doctrine. Thus, we conclude that the fourth statutory
factor weighs in
Accolade's, not Sega's, favor, notwithstanding the minor economic
loss Sega may
suffer.
(c)
The second statutory factor, the nature of the copyrighted work,
reflects the fact that
not all copyrighted works are entitled to the same level of
protection. The protection
established by the Copyright Act for original works of authorship
does not extend to the
ideas underlying a work or to the functional or factual aspects
of the work. 17 U.S.C. §
102(b). To the extent that a work is functional or factual,
it may be copied, Baker v.
Selden, 101 U.S. 99, 102-04, 25 L. Ed. 841 (1879), as may those
expressive elements of
the work that "must necessarily be used as incident to" expression
of the underlying
ideas, functional concepts, or facts, id. at 104. Works of fiction
receive greater
protection than works that have strong factual elements, such
as historical or
biographical works, Maxtone-Graham, 803 F.2d at 1263 (citing
Rosemont Enterprises,
Inc. v. Random House, Inc., 366 F.2d 303, 307 (2d Cir. 1966),
cert. denied, 385 U.S.
1009, 17 L. Ed. 2d 546, 87 S. Ct. 714 (1967)), or
works that have strong
functional elements, such as accounting textbooks, Baker, 101
U.S. at 104. Works that
are merely compilations of fact are copyrightable, but the copyright
in such a work is
"thin." Feist Publications, 111 S. Ct. at 1289.
Computer programs pose unique problems for the application of
the "idea/expression
distinction" that determines the extent of copyright protection.
To the extent that there
are many possible ways of accomplishing a given task or fulfilling
a particular market
demand, the programmer's choice of program structure and design
may be highly creative
and idiosyncratic. However, computer programs are, in essence,
utilitarian articles -
articles that accomplish tasks. As such, they contain many logical,
structural, and visual
display elements that are dictated by the function to be performed,
by considerations of
efficiency, or by external factors such as compatibility requirements
and industry
demands. Computer Assoc. Int'l, Inc. v. Altai, Inc., 1992 U.S.
App. LEXIS 14305, 23
U.S.P.Q.2D (BNA) 1241, 1253-56 (2d Cir. 1992) ("CAI"). In some
circumstances, even the
exact set of commands used by the programmer is deemed
functional rather than
creative for purposes of copyright. "When specific instructions,
even though previously
copyrighted, are the only and essential means of accomplishing
a given task, their later
use by another will not amount to infringement." CONTU Report
at 20; see CAI, 23
U.S.P.Q. 2d at 1254. n7
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n7 We therefore reject Sega's belated suggestion that Accolade's
incorporation of the
code which "unlocks" the Genesis III console is not a fair use.
Our decision on this point
is entirely consistent with Atari v. Nintendo, 975 F.2d 832
(Fed. Cir. 1992). Although
Nintendo extended copyright protection to Nintendo's 10NES security
system, that
system consisted of an original program which generates an arbitrary
data stream "key"
which unlocks the NES console. Creativity and originality went
into the design of that
program. See id. at 840. Moreover, the federal circuit concluded
that there is a
"multitude of different ways to generate a data stream which
unlocks the NES console."
Atari, 975 F.2d at 839. The circumstances are clearly different
here. Sega's key appears
to be functional. It consists merely of 20 bytes of initialization
code plus the letters
S-E-G-A. There is no showing that there is a multitude of different
ways to unlock the
Genesis III console. Finally, we note that Sega's security code
is of such de minimis
length that it is probably unprotected under the words and short
phrases doctrine. 37
C.F.R. § 202.1(a).
- - - - - - - - - - - - - - - - -End Footnotes- - - - - - - - - - - - - - - - -
Because of the hybrid nature of computer programs, there is no
settled standard for
identifying what is protected expression and what is unprotected
idea in a case involving
the alleged infringement of a copyright in computer software.
We are in wholehearted
agreement with the Second Circuit's recent observation that
"thus far, many of the
decisions in this area reflect the courts' attempt to fit the
proverbial square peg in a
round hole." CAI, 23 U.S.P.Q. 2d at 1257. In 1986, the Third
Circuit attempted to resolve
the dilemma by suggesting that the idea or function of a computer
program is the idea
of the program as a whole, and "everything that is not necessary
to that purpose or
function [is] part of the expression of that idea." Whelan Assoc.,
Inc. v. Jaslow Dental
Laboratory, Inc., 797 F.2d 1222, 1236 (3d Cir. 1986) (emphasis
omitted). The Whelan
rule, however, has been widely - and soundly - criticized as
simplistic and overbroad. See
CAI, 23 U.S.P.Q. 2d at 1252 (citing cases, treatises, and articles).
In reality, "a computer
program's ultimate function or purpose is the composite
result of interacting
subroutines. Since each subroutine is itself a program, and
thus, may be said to have its
own 'idea,' Whelan's general formulation . . . is descriptively
inadequate." Id.. For
example, the computer program at issue in the case before us,
a video game program,
contains at least two such subroutines - the subroutine that
allows the user to interact
with the video game and the subroutine that allows the game
cartridge to interact with
the console. Under a test that breaks down a computer program
into its component
subroutines and sub-subroutines and then identifies the idea
or core functional element
of each, such as the test recently adopted by the Second Circuit
in CAI, 23 U.S.P.Q. 2d
at 1252-53, many aspects of the program are not protected by
copyright. In our view, in
light of the essentially utilitarian nature of computer programs,
the Second Circuit's
approach is an appropriate one.
Sega argues that even if many elements of its video game programs
are properly
characterized as functional and therefore not protected by copyright,
Accolade copied
protected expression. Sega is correct. The record makes clear
that disassembly is
wholesale copying. Because computer programs are also unique
among copyrighted
works in the form in which they are distributed for public use,
however, Sega's
observation does not bring us much closer to a resolution of
the dispute.
The unprotected aspects of most functional works are readily
accessible to the human
eye. The systems described in accounting textbooks or the basic
structural concepts
embodied in architectural plans, to give two examples, can be
easily copied without also
copying any of the protected, expressive aspects of the original
works. Computer
programs, however, are typically distributed for public use
in object code form,
embedded in a silicon chip or on a floppy disk. For that reason,
humans often cannot
gain access to the unprotected ideas and functional concepts
contained in object code
without disassembling that code - i.e., making copies. n8 Atari
Games Corp. v. Nintendo
of America, No. 91-1293, slip op. at 22 (Fed. Cir. Sept. 10,
1992).
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n8 We do not intend to suggest that disassembly is always the
only available means of
access to those aspects of a computer program that are unprotected
by copyright. As we
noted in Part III(B), supra, in many cases the operation of
a program is directly reflected
on the screen display and therefore visible to the human eye.
In those cases, it is likely
that a reverse engineer would not need to examine the code in
order to understand what
the program does.
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Sega argues that the record does not establish that disassembly
of its object code is
the only available method for gaining access to the interface
specifications for the
Genesis console, and the district court agreed. An independent
examination of the record
reveals that Sega misstates its contents, and demonstrates that
the district court
committed clear error in this respect.
First, the record clearly establishes that humans cannot read
object code. Sega makes
much of Mike Lorenzen's statement that a reverse engineer can
work directly from the
zeros and ones of object code but "it's not as fun." In full,
Lorenzen's statements
establish only that the use of an electronic decompiler is not
absolutely necessary.
Trained programmers can disassemble object code by hand. Because
even a trained
programmer cannot possibly remember the millions of zeros and
ones that make up a
program, however, he must make a written or computerized copy
of the disassembled
code in order to keep track of his work. See generally Johnson-Laird,
Technical
Demonstration of "Decompilation", reprinted in Reverse Engineering:
Legal and Business
Strategies for Competitive Design in the 1990's 102
(Prentice Hall Law &
Business ed. 1992). The relevant fact for purposes of Sega's
copyright infringement
claim and Accolade's fair use defense is that translation of
a program from object code
into source code cannot be accomplished without making copies
of the code.
Second, the record provides no support for a conclusion that
a viable alternative to
disassembly exists. The district court found that Accolade could
have avoided a
copyright infringement claim by "peeling" the chips contained
in Sega's games or in the
Genesis console, as authorized by section 906 of the SCPA, 17
U.S.C. § 906. Even
Sega's amici agree that this finding was clear error. The declaration
of Dr. Harry
Tredennick, an expert witness for Accolade, establishes that
chip peeling yields only a
physical diagram of the object code embedded in a ROM chip.
It does not obviate the
need to translate object code into source code. Atari Games
Corp., slip op. at 22.
The district court also suggested that Accolade could have avoided
a copyright
infringement suit by programming in a "clean room". That finding
too is clearly
erroneous. A "clean room" is a procedure used in the computer
industry in order
to prevent direct copying of a competitor's code during the
development of a competing
product. Programmers in clean rooms are provided only with the
functional specifications
for the desired program. As Dr. Tredennick explained, the use
of a clean room would not
have avoided the need for disassembly because disassembly was
necessary in order to
discover the functional specifications for a Genesis-compatible
game.
In summary, the record clearly establishes that disassembly of
the object code in Sega's
video game cartridges was necessary in order to understand the
functional requirements
for Genesis compatibility. The interface procedures for the
Genesis console are
distributed for public use only in object code form, and are
not visible to the user during
operation of the video game program. Because object code cannot
be read by humans, it
must be disassembled, either by hand or by machine. Disassembly
of object code
necessarily entails copying. Those facts dictate our analysis
of the second statutory fair
use factor. If disassembly of copyrighted object code is per
se an unfair use, the owner
of the copyright gains a de facto monopoly over the functional
aspects of his
work - aspects that were expressly denied copyright protection
by Congress. 17 U.S.C. §
102(b). In order to enjoy a lawful monopoly over the idea or
functional principle
underlying a work, the creator of the work must satisfy the
more stringent standards
imposed by the patent laws. Bonito Boats, Inc. v. Thunder Craft
Boats, Inc., 489 U.S.
141, 159-64, 103 L. Ed. 2d 118, 109 S. Ct. 971 (1989). Sega
does not hold a patent on
the Genesis console.
Because Sega's video game programs contain unprotected aspects
that cannot be
examined without copying, we afford them a lower degree of protection
than more
traditional literary works. See CAI, 23 U.S.P.Q. 2d at 1257.
In light of all the
considerations discussed above, we conclude that the second
statutory factor also
weighs in favor of Accolade. n9
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n9 Sega argues that its programs are unpublished works and that
therefore, under
Harper & Row, the second statutory factor weighs in its
favor. 471 U.S. at 553-55.
Recently, however, this court affirmed a district court holding
that computer game
cartridges that are held out to the public for sale are published
works for purposes of
copyright. Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.,
No. 91-16205, slip op.
9345, 9356 (9th Cir. May 21, 1992, as amended August 5, 1992)
(affirming 780 F. Supp.
1283, 1293 (N.D. Cal. 1991). The decision in Association of
Am. Medical Colleges v.
Cuomo, 928 F.2d 519 (2d Cir. 1991), cert. denied, 112 U.S. 184
(1991), is not to the
contrary. The Medical College Admission Test is not held out
to the public for sale, but
rather is distributed on a highly restricted basis.
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(d)
As to the third statutory factor, Accolade disassembled entire
programs written by
Sega. Accordingly, the third factor weighs against Accolade.
The fact that an entire
work was copied does not, however, preclude a finding a fair
use. Sony Corp., 464 U.S.
at 449-50; Hustler, 795 F.2d at 1155 ("Sony Corp. teaches us
that the copying of an
entire work does not preclude fair use per se."). In fact, where
the ultimate (as opposed
to direct) use is as limited as it was here, the factor is of
very little weight. Cf. Wright v.
Warner Books, Inc., 953 F.2d 731, 738 (2d Cir. 1991).
(e)
In summary, careful analysis of the purpose and characteristics
of Accolade's use of
Sega's video game programs, the nature of the computer programs
involved, and the
nature of the market for video game cartridges yields the conclusion
that the first,
second, and fourth statutory fair use factors weigh in favor
of Accolade, while only the
third weighs in favor of Sega, and even then only slightly.
Accordingly, Accolade clearly
has by far the better case on the fair use issue.
We are not unaware of the fact that to those used to considering
copyright
issues in more traditional contexts, our result may seem incongruous
at first blush. To
oversimplify, the record establishes that Accolade, a commercial
competitor of Sega,
engaged in wholesale copying of Sega's copyrighted code as a
preliminary step in the
development of a competing product. However, the key to this
case is that we are
dealing with computer software, a relatively unexplored area
in the world of copyright
law. We must avoid the temptation of trying to force "the proverbial
square peg into a
round hole." CAI, 23 U.S.P.Q. 2d at 1257.
In determining whether a challenged use of copyrighted material
is fair, a court must
keep in mind the public policy underlying the Copyright Act.
"'The immediate effect of our
copyright law is to secure a fair return for an "author's" creative
labor. But the ultimate
aim is, by this incentive, to stimulate artistic creativity
for the general public good.'"
Sony Corp., 464 U.S. at 432 (quoting Twentieth Century Music
Corp. v. Aiken, 422 U.S.
151, 156, 45 L. Ed. 2d 84, 95 S. Ct. 2040 (1975)). When technological
change has
rendered an aspect or application of the Copyright Act
ambiguous, "'the Copyright
Act must be construed in light of this basic purpose.'" Id.
As discussed above, the fact
that computer programs are distributed for public use in object
code form often precludes
public access to the ideas and functional concepts contained
in those programs, and thus
confers on the copyright owner a de facto monopoly over those
ideas and functional
concepts. That result defeats the fundamental purpose of the
Copyright Act - to
encourage the production of original works by protecting the
expressive elements of
those works while leaving the ideas, facts, and functional concepts
in the public domain
for others to build on. Feist Publications, 111 S. Ct. at 1290;
see also Atari Games Corp.,
slip op. at 18-20.
Sega argues that the considerable time, effort, and money that
went into development
of the Genesis and Genesis-compatible video games militate against
a finding of fair
use. Borrowing from antitrust principles, Sega attempts to label
Accolade a "free rider"
on its product development efforts. In Feist Publications, however,
the Court
unequivocally rejected the "sweat of the brow" rationale for
copyright protection.
111 S. Ct. at 1290-95. Under the Copyright Act, if a work is
largely functional, it receives
only weak protection. "This result is neither unfair nor unfortunate.
It is the means by
which copyright advances the progress of science and art." Id.
at 1290; see also id. at
1292 ("In truth, 'it is just such wasted effort that the proscription
against the copyright
of ideas and facts . . . [is] designed to prevent.'") (quoting
Rosemont Enterprises, Inc. v.
Random House, Inc., 366 F.2d 303, 310 (2d Cir. 1966), cert.
denied 305 U.S. 1009
(1967)); CAI, 23 U.S.P.Q. 2d at 1257. Here, while the work may
not be largely
functional, it incorporates functional elements which do not
merit protection. The
equitable considerations involved weigh on the side of public
access. Accordingly, we
reject Sega's argument.
(f)
We conclude that where disassembly is the only way to gain access
to the ideas and
functional elements embodied in a copyrighted computer program
and where there
is a legitimate reason for seeking such access, disassembly
is a fair use of the
copyrighted work, as a matter of law. Our conclusion does not,
of course, insulate
Accolade from a claim of copyright infringement with respect
to its finished products.
Sega has reserved the right to raise such a claim, and it may
do so on remand.
IV. Trademark Issues
Ordinarily in a trademark case, a trademark holder contends that
another party is
misusing the holder's mark or is attempting to pass off goods
or services as those of the
trademark holder. The other party usually protests that the
mark is not being misused,
that there is no actual confusion, or that for some other reason
no violation has
occurred. This case is different. Here, both parties agree that
there is a misuse of a
trademark, both agree that there is unlawful mislabeling, and
both agree that confusion
may result. The issue, here, is - which party is primarily responsible?
Which is the
wrongdoer - the violator? Is it Sega, which has adopted a security
system governing
access to its Genesis III console that displays its trademark
and message whenever the
initialization code for the security system is utilized, even
when the video game
program was manufactured by a Sega competitor? Or is it Accolade,
which, having
discovered how to gain access to the Genesis III through the
initialization code, uses
that code even though doing so triggers the display of Sega's
trademark and message in
a manner that leads observers to believe that Sega manufactured
the Accolade game
cartridge? In other words, is Sega the injured party because
its mark is wrongfully
attached to an Accolade video game by Accolade? Or is Accolade
wronged because its
game is mislabeled as a Sega product by Sega? The facts are
relatively straightforward
and we have little difficulty answering the question.
Sega's trademark security system (TMSS) initialization code not
only enables video
game programs to operate on the Genesis III console, but also
prompts a screen display
of the SEGA trademark and message. As a result, Accolade's inclusion
of the TMSS
initialization code in its video game programs has an effect
ultimately beneficial neither
to Sega nor to Accolade. A Genesis III owner who purchases a
video game made by
Accolade sees Sega's trademark associated with Accolade's product
each time he
inserts the game cartridge into the console. Sega
claims that Accolade's
inclusion of the TMSS initialization code in its games constitutes
trademark infringement
and false designation of origin in violation of sections 32(1)(a)
and 43(a) of the Lanham
Trademark Act, 15 U.S.C. §§ 1114(1)(a), 1125(a), respectively.
Accolade counterclaims
that Sega's use of the TMSS to prompt a screen display of its
trademark constitutes
false designation of origin under Lanham Act section 43(a),
15 U.S.C. § 1125(a).
Because the TMSS has the effect of regulating access to the Genesis
III console, and
because there is no indication in the record of any public or
industry awareness of any
feasible alternate method of gaining access to the Genesis III,
we hold that Sega is
primarily responsible for any resultant confusion. Thus, it
has not demonstrated a
likelihood of success on the merits of its Lanham Act claims.
Accordingly, the preliminary
injunction it obtained must be dissolved with respect to the
trademark claim also.
However, we decline to instruct the district court to grant
Accolade's request for
preliminary injunctive relief at this time. The decision whether
to grant such relief
requires the making of factual and equitable determinations
in light of the legal
conclusions we express here. Such determinations are best left
in the first instance to
the district court.
A. False Labeling
Section 32(1)(a) of the Lanham Act creates a cause of action
for trademark infringement
against any person who, without the consent of the trademark
owner, "uses in commerce
any reproduction . . . of a registered mark in connection with
the sale, offering for sale,
distribution, or advertising of any goods or services on or
in connection with which such
use is likely to cause confusion, or to cause mistake, or to
deceive . . . ." 15 U.S.C. §
1114(1)(a). Section 43(a) proscribes the use in commerce of
a false designation of origin
in connection with goods or services where such use is "likely
to cause confusion, or . . .
mistake." Id. § 1125(a). Both Sega and Accolade agree that
the screen display of the
Sega trademark and message creates a likelihood of consumer
confusion regarding the
origin of Accolade's games. The question is: which party is
legally responsible for that
confusion? We disagree with the answer given by the district
court.
The district court found that Accolade bore primary responsibility
for any
consumer confusion that resulted from the display of the false
Sega Message. However,
Accolade had no desire to cause the Sega Message to appear or
otherwise to create any
appearance of association between itself and Sega; in fact,
it had precisely the opposite
wish. It used the TMSS initialization code only because it wanted
to gain access for its
products to the Genesis III, and was aware of no other method
for doing so. On the
other hand, while it may not have been Sega's ultimate goal
to mislabel Accolade's
products, the record is clear that the false labeling was the
result of a deliberate
decision on the part of Sega to include in the Genesis III a
device which would both
limit general access and cause false labeling. The decision
to use the SEGA trademark
as an essential element of a functional device that regulates
access and to cause the
SEGA trademark and message to be displayed whenever that functional
device was
triggered compels us to place primary responsibility for consumer
confusion squarely on
Sega.
With respect to Accolade, we emphasize that the record clearly
establishes that it had
only one objective in this matter: to make its video game
programs compatible
with the Genesis III console. That objective was a legitimate
and a lawful one. There is
no evidence whatsoever that Accolade wished Sega's trademark
to be displayed when
Accolade's games were played on Sega's consoles. To the contrary,
Accolade included
disclaimers on its packaging materials which stated that "Accolade,
Inc. is not
associated with Sega Enterprises, Ltd." When questioned regarding
the Sega Message
and its potential effect on consumers, Alan Miller testified
that Accolade does not
welcome the association between its product and Sega and would
gladly avoid that
association if there were a way to do so. Miller testified that
Accolade's engineers had
not been able to discover any way to modify their game cartridges
so that the games
would operate on the Genesis III without prompting the screen
display of the Sega
Message.
In contrast, Sega officials testified that Sega incorporated
the TMSS into the Genesis
console, known in Asia as the Mega-Drive, in order to lay the
groundwork for the
trademark prosecution of software pirates who sell counterfeit
cartridges in Taiwan and
South Korea, as well as in the United States. Sega then
marketed the
redesigned console worldwide. Sega intended that when Sega game
programs
manufactured by a counterfeiter were played on its consoles,
the Sega Message would
be displayed, thereby establishing the legal basis for a claim
of trademark infringement.
However, as Sega certainly knew, the TMSS also had the potential
to affect legitimate
competitors adversely. First, Sega should have foreseen that
a competitor might
discover how to utilize the TMSS, and that when it did and included
the initialization
code in its cartridges, its video game programs would also end
up being falsely labeled.
Sega should also have known that the TMSS might discourage some
competitors from
manufacturing independently developed games for use with the
Genesis III console,
because they would not want to become the victims of such a
labeling practice. Thus, in
addition to laying the groundwork for lawsuits against pirates,
Sega knowingly risked
two significant consequences: the false labeling of some competitors'
products and the
discouraging of other competitors from manufacturing Genesis-compatible
games. Under
the Lanham Act, the former conduct, at least, is clearly unlawful.
"Trademark policies are designed '(1) to protect
consumers from being misled . . .
(2) to prevent an impairment of the value of the enterprise
which owns the trademark;
and (3) to achieve these ends in a manner consistent with the
objectives of free
competition.'" Anti-Monopoly, Inc. v. General Mills Fun Group,
611 F.2d 296, 300-01 (9th
Cir. 1979) (quoting HMH Publishing Co. v. Brincat, 504 F.2d
713, 716 (9th Cir. 1974)).
Sega violated the first and the third of these principles. "The
trademark is misused if it
serves to limit competition in the manufacture and sales of
a product. That is the special
province of the limited monopolies provided pursuant to the
patent laws." Id. at 301
(citation omitted).
Sega makes much of the fact that it did not adopt the TMSS in
order to wage war on
Accolade in particular, but rather as a defensive measure against
software
counterfeiters. It is regrettable that Sega is troubled by software
pirates who
manufacture counterfeit products in other areas of the world
where adequate copyright
remedies are not available. However, under the Lanham Act, which
governs the use of
trademarks and other designations of origin in this country,
it is the effect of the
message display that matters. Whatever Sega's intent with respect
to the TMSS, the
device serves to limit competition in the market for Genesis-compatible
games and to
mislabel the products of competitors. Moreover, by seeking injunctive
relief based on the
mislabeling it has itself induced, Sega seeks once again to
take advantage of its
trademark to exclude its competitors from the market. The use
of a mark for such
purpose is inconsistent with the Lanham Act.
B. Functionality
Sega argues that even if the legal analysis we have enunciated
is correct, the facts do
not support its application to this case. Specifically, Sega
contends that the TMSS does
not prevent legitimate unlicensed competitors from developing
and marketing Genesis
III-compatible cartridges that do not trigger a display of the
Sega trademark and
message. In other words, Sega claims that Accolade could have
"engineered around"
the TMSS. Accolade strongly disagrees with Sega's factual assertions.
It contends that
the TMSS initialization sequence is a functional feature that
must be included in a video
game program by a manufacturer in order for the game to
perate on the Genesis
III. Sega's factual argument stands or falls on the Nagashima
declaration and the
accompanying modified game cartridges that Sega introduced at
the hearing. Having
carefully reviewed the declaration, we conclude that Sega has
not met its burden of
establishing nonfunctionality.
Based on the Nagashima declaration and on the modified cartridges,
the district court
concluded that the TMSS initialization sequence was not a necessary
component of a
Genesis-compatible game. n10 The court found that Accolade could
have created a
game cartridge that lacked the TMSS initialization code but
would still operate on the
Genesis III, or could have programmed its games in such a way
that the false Sega
Message would not be displayed on the screen. The court further
found that either
modification could have been accomplished at minimal additional
expense to Accolade.
Accordingly, the court ruled that Accolade could not assert
a functionality defense.
- - - - - - - - - - - - - - - - - -Footnotes- - - - - - - - - - - - - - - - - -
n10 Accolade challenges the admissibility of the Nagashima declaration
and the
modified cartridges on several grounds. First, it argues that
the district court promised to
hold an in camera hearing on the declaration, but never did
so. However, the record
reveals that the district judge ultimately promised to hold
such a hearing only if she felt
it was necessary.
Second, Accolade contends that because Nagashima never specified
the nature of the
modification that he had made to Accolade's cartridges, the
district court erred in
admitting the cartridges as evidence without ascertaining that
the TMSS initialization
sequence really had been omitted. In a preliminary injunction
proceeding, the district
court is accorded broad discretion in ruling on the admissibility
of evidence. Flynt
Distributing Co., Inc. v. Harvey, 734 F.2d 1389, 1394 (9th Cir.
1984). In the absence of
any evidence that Nagashima was lying, it was not an abuse of
discretion for the district
judge to admit his declaration and the altered Accolade cartridges
as evidence. The fact
that neither Accolade nor the district court was able to verify
Nagashima's statements
affects the weight to be given the statements and the proffered
cartridges, not their
admissibility.
- - - - - - - - - - - - - - - - -End Footnotes- - - - - - - - - - - - - - - - -
The question whether a product feature is functional is a question
of fact. Inwood
Laboratories, Inc. v. Ives Laboratories, Inc., 456 U.S. 844,
855, 72 L. Ed. 2d 606, 102 S.
Ct. 2182 (1982). Determination of the correct legal standard
to apply in evaluating
functionality, however, is a question of law which we review
de novo. Id. at 855 n.15.
The burden of proving nonfunctionality is on Sega. See Rachel
v. Banana Republic, Inc.,
831 F.2d 1503, 1506 (9th Cir. 1987). In the case before us,
we conclude that the district
court's finding of nonfunctionality was based on its use of
an incorrect legal standard.
Viewed in the correct light, the record before us supports only
one conclusion: The TMSS
initialization code is a functional feature of a Genesis-compatible
game and Accolade
may not be barred from using it.
"Functional features of a product are features 'which constitute
the actual benefit that
the consumer wishes to purchase, as distinguished from an assurance
that a particular
entity made, sponsored, or endorsed a product.'" Vuitton et
Fils S.A. v. J. Young
Enterprises, Inc., 644 F.2d 769, 774 (9th Cir. 1981)
(quoting International Order
of Job's Daughters v. Lindeburg & Co., 633 F.2d 912, 917
(9th Cir. 1980), cert. denied,
452 U.S. 941, 69 L. Ed. 2d 956, 101 S. Ct. 3086 (1981)). A product
feature thus is
functional "if it is essential to the use or purpose of the
article or if it affects the cost or
quality of the article." Inwood Laboratories, 456 U.S. at 850
n.10. The Lanham Act does
not protect essentially functional or utilitarian product features
because such protection
would constitute a grant of a perpetual monopoly over features
that could not be
patented. Keene Corp. v. Paraflex Industries, Inc., 653 F.2d
822, 824 (3d Cir. 1981).
Even when the allegedly functional product feature is a trademark,
the trademark owner
may not enjoy a monopoly over the functional use of the mark.
Job's Daughters, 633
F.2d at 918-19.
In determining whether a product feature is functional, a court
may consider a number of
factors, including - but not limited to - "the availability
of alternative designs; and
whether a particular design results from a comparatively simple
or cheap method
of manufacture." Clamp Mfg. Co. v. Enco Mfg. Co., Inc., 870
F.2d 512, 516 (9th Cir.),
cert. denied, 493 U.S. 872, 107 L. Ed. 2d 155, 110 S. Ct. 202
(1989). The availability of
alternative methods of manufacture must be more than merely
theoretical or
speculative, however. The court must find "that commercially
feasible alternative
configurations exist." Id. (emphasis added). Moreover, some
cases have even suggested
that in order to establish nonfunctionality the party with the
burden must demonstrate
that the product feature "'serves no purpose other than identification.'"
Keene Corp., 653
F.2d at 826 (quoting SK&F Co. v. Premo Pharmaceutical Laboratories,
Inc., 625 F.2d
1055, 1063 (3d Cir. 1980)). With these principles in mind, we
turn to the question
whether the TMSS initialization code is a functional feature
of a Genesis-compatible
game.
It is indisputable that, in the case before us, part of "the
actual benefit that the
consumer wishes to purchase" is compatibility with the Genesis
III console. The TMSS
initialization code provides that compatibility. Sega argues
that the modified
cartridges that were introduced in the district court establish
the actual existence of
technically and commercially feasible alternative methods of
gaining access to the
Genesis III. The cartridges were prepared by Nagashima, an employee
in Sega's
Hardware Research and Development Department who was "familiar
with the TMSS
system". At most, the Nagashima affidavit establishes that an
individual familiar with
the operation of the TMSS can discover a way to engineer around
it. It does not
establish that a competitor with no knowledge of the workings
of the TMSS could do so.
Nor is there any evidence that there was any public or industry
awareness of any
alternate method for gaining access to the Genesis III. Evidence
that an individual, even
an independent expert, produced one or more cartridges is not
sufficient proof that an
alternate method exists. What is needed for proof of that fact
is proof of the method
itself. Here, such proof is totally lacking. What is also needed
is proof that knowledge of
the alternate method exists or is readily available to knowledgeable
persons in the
industry. That proof also is totally lacking here. Accordingly,
the district court erred as a
matter of law in concluding that the Nagashima declaration
and the modified
cartridges were sufficient to establish nonfunctionality.
Because the TMSS serves the function of regulating access to
the Genesis III, and
because a means of access to the Genesis III console without
using the TMSS
initialization code is not known to manufacturers of competing
video game cartridges,
there is an insufficient basis for a finding of nonfunctionality.
Moreover, we note that the
only evidence in the record (other than the Nagashima declaration)
relating to
Accolade's ability to gain access to the Genesis III through
the use of any process other
than the TMSS is the affidavit of Alan Miller. Miller stated
that Accolade's software
engineers - who, absent any evidence to the contrary, we presume
to be reasonably
competent representatives of their profession - have not been
able to discover such a
method. This evidence supports our conclusion that Sega has
not met its burden of
establishing nonfunctionality.
Sega argues that it is not required to share with Accolade or
with any other competitor
the secrets of how the TMSS works, and how to engineer around
it. Sega is correct - the
law does not require that it disclose its trade secrets
to Accolade in connection
with its effort to prevail on its Lanham Act claim, nor in connection
with its effort to
defend itself against Accolade's counterclaim. Nevertheless,
a Lanham Act plaintiff is
not entitled to prevail in litigation solely on the basis of
unsupported assertions. Rather,
it has a choice. It can take its chances and proceed to trial
without the sensitive
evidence. Alternatively, if it believes the evidence important
to the resolution of the
dispute, it may seek a protective order from the court pursuant
to Federal Rule of Civil
Procedure 26(c)(7) governing discovery. "The protective order
is not a substitute for
[evidence relevant to the merits]. Its purpose . . . is to prevent
harm by limiting
disclosure of relevant and necessary information." Micro Motion,
Inc. v. Kane Steel Co.,
Inc., 894 F.2d 1318, 1325 (Fed. Cir. 1990) (emphasis omitted).
Upon a showing that a
protective order is warranted, see American Standard, Inc. v.
Pfizer Inc., 828 F.2d 734,
739-44 (Fed. Cir. 1987), the court may restrict access to the
disputed material to the
opposing party's counsel, or may [*69] allow the
parties to retain independent experts
to evaluate material that is subject to the protective order.
See, e.g., Safe Flight
Instrument Corp. v. Sundstrand Data Control, Inc., 682 F. Supp.
20, 22 (D. Del. 1988)
(listing cases). The latter solution is particularly helpful
to the court in a case such as
this one, in which the dispute is highly technical in nature.
However, neither the district
court nor Sega took advantage of this procedure. Thus there
is no independent evidence
to support the conclusion offered by Nagashima.
In summary, because Sega did not produce sufficient evidence
regarding the existence
of a feasible alternative to the use of the TMSS initialization
code, it did not carry its
burden and its claim of nonfunctionality fails. Possibly, Sega
will be able to meet its
burden of proof at trial. We cannot say. However, we conclude
that in light of the record
before the district court, Sega was not entitled to preliminary
injunctive relief under the
Lanham Act. n11
- - - - - - - - - - - - - - - - - -Footnotes- - - - - - - - - - - - - - - - - -
n11 Sega contends that even if the TMSS code is functional, Accolade,
as the copier,
was obligated to take the most effective measures reasonably
available to eliminate the
consumer confusion that has arisen as a result of the association
of Sega's trademark
with Accolade's product. The district court relied on Plasticolor
Molded Products v. Ford
Motor Co., 713 F. Supp. 1329, 1339 (C.D. Cal. 1989), a decision
it acknowledged had
been vacated. See Plasticolor Molded Products v. Ford Motor
Co., 767 F. Supp. 1036
(C.D. Cal. 1991). When a product feature is both functional
and source-identifying, the
copier need only take reasonable measures to avoid consumer
confusion. American
Greetings Corp. v. Dan-Dee Imports, Inc., 807 F.2d 1136, 1141
(3d Cir. 1986); Job's
Daughters, 633 F.2d at 919 (the degree of protection afforded
a product feature that has
both functional and source-identifying aspects depends on the
characteristics of the use
and on the copier's merchandising practices). Assuming arguendo
that the rules
applicable to copiers apply here, the measures adopted by Accolade
satisfy a
reasonableness standard. Accolade placed disclaimers on its
packaging materials which
stated that "Accolade, Inc. is not associated with Sega Enterprises,
Ltd." While
Accolade could have worded its disclaimer more strongly, the
version that it chose
would appear to be sufficient.
- - - - - - - - - - - - - - - - -End Footnotes- - - - - - - - - - - - - - - - -
C. Accolade's Request for Preliminary Injunctive Relief
Finally, we decline to order the district court to grant Accolade
preliminary injunctive
relief on its Lanham Act claim. If requested, the district court
may reconsider that issue
in light of the legal principles we have set forth. The parties
have presented arguments
regarding the hardships they would suffer under various circumstances.
We believe those
arguments should be weighed by the district court before any
affirmative relief is
ordered. Moreover, the parties may have additional factual material
they wish to present
regarding the question of Accolade's right to preliminary injunctive
relief. Pending
further consideration of this matter by the district court,
we are content to let the matter
rest where it stands, with each party as free to act as it was
before the issuance of
preliminary injunctive relief. We are confident that preserving
the status quo in this
manner will not lead to any serious inequity. Costs on appeal
shall be assessed against
Sega.
AFFIRMED IN PART; REVERSED IN PART; AND REMANDED.
ORDER
The opinion filed October 20, 1992 is amended as follows:
1. On page 12529, middle paragraph delete "In this appeal,
Sega does not raise
a separate claim of copyright infringement with respect to the
header file."
2. On page 12547, after the sentence ending in "U.S.P.Q. 2d at
1254," insert the
following footnote: * We therefore reject Sega's belated suggestion
that Accolade's
incorporation of the code which "unlocks" the Genesis III console
is not a fair use. Our
decision on this point is entirely consistent with Atari v.
Nintendo, 975 F.2d 832 (Fed.
Cir. 1992). Although Nintendo extended copyright protection
to Nintendo's 10NES
security system, that system consisted of an original program
which generates an
arbitrary data stream "key" which unlocks the NES console. Creativity
and originality
went into the design of that program. See id. at 840. Moreover,
the federal circuit
concluded that there is a "multitude of different ways to generate
a data stream which
unlocks the NES console." Atari, 975 F.2d at 839. The circumstances
are clearly different
here. Sega's key appears to be functional. It consists merely
of 20 bytes of initialization
code plus the letters S-E-G-A. There is no showing that there
is a multitude of
different ways to unlock the Genesis III console. Finally, we
note that Sega's security
code is of such de minimis length that it is probably unprotected
under the words and
short phrases doctrine. 37 C.F.R. § 202.1(a).
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