Petition for Writ of Certiorari — Nintendo of America, Inc. v. Lewis Galoob Toys, Inc.
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i Supreme Court, U.S.
J No. FILED
== 9-9-9-§-3-5-u-6 1994
In The
OFFICE OF THE CLERK
Supreme Court of the United States
October Term, 1993
+
NINTENDO OF AMERICA INC.,
Petitioner,
Vv.
LEWIS GALOOB TOYS, INC.,
Respondent.
¢
Petition For A Writ Of Certiorari
To The United States Court Of Appeals
For The Ninth Circuit
+
PETITION FOR A WRIT OF CERTIORARI
+
ROBERT H. BORK
1150 17™ Street, N.W.
Washington, D.C. 20036
(202) 862-5852
JOHN J. KIRBY*
MUDGE ROSE GUTHRIE
ALEXANDER & FERDON
180 Maiden Lane
New York, New York 10038
Telephone: (212) 510-7000
Attorneys for Petitioner
Nintendo of America Inc.
*Counsel of Record
QUESTIONS PRESENTED
As the price of obtaining a restraining order or
preliminary injunction, a litigant must post security from
which its opponent may recover costs and damages if the
latter is subsequently found to have been “wrongfully”
enjoined or restrained. Fed. R. Civ. P. 65(c).
The circuit courts of appeals have employed three
different standards in deciding when the enjoined party is
entitled to recover damages from an injunction bond. The
Court of Appeals for the Ninth Circuit has now created a
four-way conflict among the federal circuits concerning the
meaning of “wrongfully.”
The Ninth Circuit held in this case that the enjoined
party is always entitled to execution on the security unless it
has been guilty of intentional deception or misconduct. In
sharp contrast, the Fifth. Seventh, Tenth, Eleventh, District
of Columbia, and Federal Circuits hold that a range of
equitable factors, such as the enjoined party's failure to
mitigate damages, are to be considered. These circuits differ
sufficiently on the extent of allowable judicial discretion that
they may be characterized as in conflict on that issue. Yet a
fourth position, one of strict or automatic liability, has been
adopted by the Second and, perhaps, the Third Circuits, so
that an enjoined party that later wins the case is conclusively
proved to have been wrongfully enjoined.
Two questions are presented:
1. Which of the four conflicting rules devised by
the courts of appeals should govern exoneration of or
—S
ii
execution on security posted to obtain a preliminary
injunction or restraining order?
2. On the undisputed facts of this case, where
respondent did not even try to mitigate damages, was
petitioner entitled, as a matter of law, to exoneration of
its bond?
“**
TABLE OF CONTENTS
Page
QUESTIONS PRESENTED .........--+--+:: i
TABLE OF AUTHORITIES .......-.2202e00- v
Le GR Se ra er ee 2
pg EE ane ee Sr ae cr eee a 2
STATUTORY PROVISION INVOLVED ........ 3
STATEMENT OF THE CASE ...........--:- 3
A. Statement of Facts ......5.2-2 ee eees 4
B. Proceedings Below ..........--+-+:> 5
REASONS FOR GRANTING THE PETITION .... 9
I. CERTIORARI SHOULD BE GRANTED TO
RESOLVE THE CONFLICT AMONG THE
CIRCUITS REGARDING THE STANDARD FOR
EXECUTION ON SECURITY GIVEN TO OBTAIN
A PRELIMINARY INJUNCTION OR
RESTRAINING ORDER. ..........+-++:-: 11
A. Upon An Application For Execution On Security
Pursuant to Rule 65(c), The Court Should
Consider All Relevant Factors To Determine
Whether There Is A Good Reason To Deny or
Reduce The Award of Damages ......... 14
B. The Erroneous Standard Applied By The Ninth
Circuit Rejected Any Consideration Of The
iV
TABLE OF CONTENTS (Continued)
Page
Equitable Factors Emphasized By The Large
Waasormy OF me Cie. ow we tw 17
Il. CERTIORARI SHOULD BE GRANTED
BECAUSE THE CONSTRUCTION OF
RULE 65(c) Is OF GREAT IMPORTANCE
EN PRA EAEISAEEORN et 23
CAIRNS 6 nu oe ewes ob ee ee eee 27 :
Vv
TABLE OF AUTHORITIES
CASES
American Bible Society v. Blount, 446 F.2d 588 (3d
ie GOIN sien Se ER EE St 13
Apple Computer, Inc. Vv. Formula Int’l Inc., 725 F.2d
521 (9th Cir. 1984) .....---- eee eee eee: 25
Blumenthal v. Merrill Lynch, Pierce, Fenner & Smith,
Inc., 910 F.2d 1049 (2d Cir. 1990) .....-----: 13
Canal Authority of State of Florida v. Callaway, 489
F.2d 567 (Sth Cir. 1974) ....--- +e ee ees 24
Coyne-Delaney v. Capital Devel. Bd.. 717 F.2d 385 (7th
Cie MOET gc alia a ea ee EL passim
Crowley v. Local No. 82, 679 F.2d 978 (1982), rev'd on
other grounds, 467 U.S. 526 (1984) .....---- 24
Fogerty v. Fantasy, Inc.. 114 S. Ct. 1023 (1994) ... 13
H&R Block, Inc. v. McCaslin, 541 F.2d 1098 (Sth Cir.
1976), cert. denied, 430 U.S. 946 sf) BPN eae 11
Johnson Controls, Inc. v. Phoenix Control Systems, Inc. ,
886 F.2d 1173 (9th Cir. 1989) .......------ 25
Lewis Galoob Toys, Inc. v. Nintendo of America Inc.,
780 F. Supp. 1283 (N.D. Cal. 1992), aff'd, 964 F.2d
965 (9th Cir. 1992). cert. denied, 113 S. Ct. 1582
Ue ea Wk ol a PE RD = Ee
vi
TABLE OF AUTHORITIES (Continued)
Page
National Kidney Patients Ass'n v. Sullivan, 958 F.2d
1127 (D.C. Cir. 1992), cert. denied, 113 S. Ct. 966
(GONEe 484040 6448868 ee 11, 12, 15, 21
Nintendo of America Inc. v. Lewis Galoob Toys, Inc..,
16: Fide 1652 th Cie. 1996) 550505 BNE occ 2,8
Page Communications Engineers, Inc. v. Froehlke, 475
F.2d 994 (D.C. Cir. 1973) ..... 11, 14-16, 19-20
State of Ala. ex rel. Siegelman v. U.S. E.P.A., 925 F.2d
sar the Ca: SOSE) 6 ok ocean aoe 12, 16
State of Kan. ex rel. Stephan v. Adams, 705 F.2d 1267
(To A «| Pp ee Co |
Universal City Studios, Inc. v. Sony Corp. of America,
659 F.2d 963 (9th Cir. 1981), rev'd on other
grounds, 464 U.S. 417 (1984) ............ 25
Warren v. Stoddart, 105 U.S. 224 (1881)... ..... 21
Wayne Chemical, Inc. v. Columbus Agency Service
Corp... 567 F.2d 692 (7th Cir. 1977) ........ 24
Zenith Radio Corp. v. U.S.. 823 F.2d 518 (Fed.
Ce. 1967) ak er OA Se 12, 16, 22
STATUTES
i? U.S.C. § 097 Gage. 990e ice eens 4-6, 7, 16
vii
TABLE OF AUTHORITIES (Continued)
Page
, Pie La ey. |) ree ee ee 2
Red. R. Civ. BP. G6lG) 0 we ec ccc ec seces passim
MISCELLANEOUS
Cardozo. The Nature of the Judicial Process
SD CUTS cc 2 sas 0 0-6 b 0d tbe oes es 9
Note, Jnterlocutory Injunctions and the Injunction Bond,
73 Harv. L. Rev. 333 (1959) .......-.--- 21, 24
Note, Recovery For Wrongful Interlocutory Injunctions
Under Rule 65(c). 99 Harv. L. Rev. 828 (1986) . 9
Williston on Contracts § 1039 (3d ed. 1967) ...... 21
Wright and Miller, Federal Practice and Procedure:
Civil 8 2947 (1973) . 0. ce cee ee wees 24
No.
*
In The
Supreme Court of the United States
October Term, 1993
*
NINTENDO OF AMERICA INC..,
Petitioner,
LEWIS GALOOB TOYS, INC.,
Respondent.
*
Petition For A Writ Of Certiorari
To The United States Court Of Appeals
For The Ninth Circuit
7
PETITION FOR A WRIT OF CERTIORARI
+
Petitioner, Nintendo of America Inc.,' petitions for a
writ of certiorari to review the judgment of the United States
Court of Appeals for the Ninth Circuit. |
*
' All parties who appeared below are listed in the above
caption. Pursuant to Rule 29.1] of the Rules of this Court,
petitioner Nintendo of America Inc. states that it is a wholly-
owned subsidiary of Nintendo Co., Ltd., a Japanese corporation.
Nintendo of America Inc. has no subsidiaries that are not wholly-
owned.
OPINIONS BELOW
The opinion of the Court of Appeals is reported at 16
F.3d 1032 (9th Cir. 1994). The Court of Appeals denied a
petition for rehearing and suggestion for rehearing en banc
in an unreported order. The District Court opinion is
unreported. *
JURISDICTION
The judgment of the Court of Appeals was entered on
February 17, 1994. A timely petition for rehearing and
suggestion for rehearing en banc were denied on March 21,
1994. This Court has jurisdiction to review the judgment of
the Court of Appeals by writ of certiorari pursuant to 28
U.S.C. § 1254(1).
e
¢
The opinion of the Court of Appeals is reprinted at pages
A-| to A-18 of the appendix to this brief. The order denying
rehearing and rehearing en banc is reprinted at page A-19 of the
appendix. Also contained in the appendix are the substantive
decisions on the merits of the Ninth Circuit in Lewis Galoob Tovs,
Inc. v. Nintendo of America Inc. , 964 F.2d 965 (9th Cir. 1992),
cert. denied, 113 S. Ct. 1582 (1993), reprinted at pages A-20 to
A-35 of the appendix. and of the District Court. 780 F. Supp.
1283 (N.D. Cal. 1992), reprinted at pages A-36 to A-67 of the
appendix. The Ninth Circuit's unpublished decision affirming the
preliminary injunction is reprinted at pages A-68 to A-74 of the
appendix.
3
STATUTORY PROVISION INVOLVED
This petition involves Federal Ruie of Civil
Procedure 65(c):
(c) Security. No restraining order or
preliminary injunction shall issue except upon
the giving of security by the applicant, in
such sum as the court deems proper, for the
payment of such costs and damages as may be
incurred or suffered by any party who is
found to have been wrongfully enjoined or
restrained. No such security shall be required
of the United States or of an officer thereof.
The provisions of Rule 65.1 apply to a
surety upon a bond or undertaking under this
rule.
STATEMENT OF THE CASE
This case presents a four-way conflict among the
circuits on an important and recurring issue. The tssue
concerns litigants’ rights to security posted in order to obtain
a temporary injunction or restraining order when the party
enjoined or restrained ultimately prevails in the lawsuit. The
answer given will profoundly influence the course of
thousands of litigations. If. as the court below held, the party
preliminarily enjoined may automatically execute on the
bond unless shown to have acted in bad faith, even litigants
fully entitled to relief will be deterred from seeking
temporary injunctions or restraining orders, and no party
4
enjoined or restrained will have any incentive to mitigate
damages. The same result will follow if, as two courts of
appeals have held, the right to execute is absolute. Very
different consequences will follow if, as six courts of appeals
have held, the right to execute is conditioned by equitable
considerations such as the enjoined party’s failure to mitigate
damages. A uniform rule of decision is critical.
A. Statement of Facts
Petitioner, Nintendo of America Inc. (“Nintendo”),
manufactures and sells a home video game system and video
game cartridges. The audiovisual portions of the cartridges
are protected by copyrights owned by Nintendo. Respondent,
Lewis Galoob Toys, Inc. (“Galoob”), manufactures and sells
a device, “Game Genie,” which has the capacity of altering
the games played on the Nintesido system and cartridges,
e.g., by making a video game character nin faster or jump
higher.
Galoob approached a well-known intellectual property
law firm for advice as to whether Game Genie violated any
of Nintendo’s intellectual property rights. That firm prepared
an opinion which suggested that the altered audiovisual
works created by the Game Genie fit within the limited
exception to a copyright owner's exclusive rights provided
by Section 117 of the Copyright Act. 17 U.S.C. § 117
(Supp. 1992). See CR 315, Ex. B at 2-4.° Armed with this
* Citations to “CR __~ are to the Clerk’s Records in the
district court.
5
opinion, Galoob contacted Nintendo and inquired about
obtaining a license for the Game Genie. Nintendo stated its
view that Game Genie infringed Nintendo's copyrighted
video game audiovisual works, which were not within the
purview of Section 117, and advised Galoob that it would
not grant a license.
B. Proceedings Below
On May 17, 1990, Galoob filed a complaint seeking
a declaratory judgment that Game Genie did not violate any
of Nintendo’s video game copyrights. After commencement
of Galoob’s action, Nintendo filed this lawsuit alleging
copyright infringement and sought temporary injunctive
relief. In opposing such relief, Galoob admitted that the
Game Genie created derivative works and relied on Section
117 of the Copyright Act as a basis for non-infringement.
6/8/90 RT at 5:5 - 6:3, 11:21-22, 12:3-17, 13:14-23 and
14:7-23; 6/29'90 RT at 18:4-23.°
Following a hearing, the district judge issued the
temporary injunction, holding that. on the record presented,
Nintendo was likely to prevail on the issue of copynght
infringement. He found that Game Genie produces “what can
only be termed [infringing] derivative works.” 6/29/90 RT
at 34:14 - 35:5. The judge rejected Galoob’s Section 117
* Citations to “RT __~ are to the Reporter's Transcripts of the
hearings in the district court.
6
defense, finding that Section 117, “by its plain language,
does not apply to this situation.” Jd. at 35:6-11.°
Galoob retained new counsel, who filed an appeal
based not only on the Section 117 defense but various new
defenses including “fair use.” Galoob also asserted for the
first time that the Game Genie did not create infringing
derivative works because the effects caused by Game Genie
were allegedly not fixed in a tangible medium of expression
and were not original. See CR 315 Ex. F at 17-19, 25-30.
Although neither of these defenses had been raised below,
Galoob argued to the Ninth Circuit, in a brief filed on
August 10, 1990, that the record was fully developed for a
reversal of the preliminary injunction based on these
defenses. Galoob opening brief in Appeal No. CA 90-15936
at 16, n.9.
In a decision issued on January 24, 1991, the Ninth
Circuit refused to consider the new defenses raised by
Galoob, applying the established rule that “a_ federal
appellate court will not review issues on appeal that were not
raised in the Court below.” (A-72) The Court also rejected
Galoob’s invitation to apply the “narrow and discretionary
exception” permitting “consideration of issues of law that do
not require factual determinations beyond those in the
record.” (Jd.) The court refused to do so on the grounds,
inter alia, that the new defense required findings of fact not
made by the district court.
* After the preliminary injunction was issued, the case was
transferred to another district judge.
7
Despite this rejection, Galoob did not move in the
district court to modify or dissolve the preliminary injunction
and thereby obtain the findings of fact essential to its new
defenses. Instead, while the action was proceeding toward
trial, Galoob simply filed a series of motions to increase the
preliminary injunction bond which Nintendo had posted
pursuant to Fed. R. Civ. P. 65(c). Over Nintendo's
opposition, the original bond of $100,000 was raised to $5
million and then to $15 million. |
In ruling on Nintendo's copyright infringement claim
after trial, the district court acknowledged that the issues
presented were “difficult and novel.” 7/3/91 RT at 4. See
also A-49. Ultimately, however, the court accepted the
contention of Galoob’s new counsel that Game Genie did not
create infringing derivative works and was a “fair use.”
(A-50 - S51) These were among the new defenses that the
Ninth Circuit had refused to consider in its January 24, 1991
decision. Conversely, Galoob’s defense at the preliminary
injunction stage, Section 117, was expressly not reached by
the court and formed no part of the decision on the merits.
7/3/91 RT at 13:13-16. The district court vacated the
preliminary injunction on July 12, 1991.
Nintendo appealed the district court's determination
of the copyright issues. The Ninth Circuit affirmed the
district court’s judgment. 964 F.2d 965 (9th Cir. 1992), cert.
denied, 113 S. Ct. 1382 (1993).
On September 11, 1991, Nintendo filed a motion to
exonerate the preliminary injunction bond on the grounds
~ mare or tee
8
that it was inappropriate and inequitable to impose liability
on the bond in this case. Galoob cross-moved for execution
on the bond. Without requiring Galoob to reply or allowing
Nintendo to reply, the district court summarily denied
Nintendo’s motion and, after an expedited damages hearing,
awarded the entire amount of the $15 million preliminary
injunction bond to Galoob. CR 317.
The Ninth Circuit affirmed the award, 16 F.3d 1032
(9th Cir. 1994). The court held that a party is “wrongfully
enjoined” under Rule 65(c) “when it turns out the party
enjoined had the right all aiong to do what it was enjoined
from doing.” (A-11) The court then noted that “there
appears to be some variance in how other circuits” determine
when to allow a wrongfully enjoined party to execute a
bond. (/d.) It decided to “join what appears to be the
majority” and to find a “rebuttable presumption” in favor of
execution. (A-12) The court then concluded that Nintendo
had not rebutted this presumption because it had not shown
that Galoob had engaged in deception or misconduct in
opposing the request for injunctive relief. (A-14 - 15)
On March 21, 1994, the Ninth Circuit denied
Nintendo's petition for rehearing and suggestion for
rehearing en banc. (A-19)
9
REASONS FOR GRANTING THE PETITION
This case merits review because the Ninth Circuit has
brought additional confusion to issues — in the application
of Rule 65(c) — that have long been the subject of widely
divergent analyses by courts and commentators.
In all of the stages of the existing process
of recovering on injunction bonds, courts
have departed from or given conflicting
interpretations of rule 65(c). They have
thereby greatly decreased the value of the rule
as a means of providing consistent guidelines:
they have transformed the federal law of
injunction bonds into “a field within which
judicial judgment moves untrammeled by
fixed principles.” [Citing B. Cardozo, The
Nature of the Judicial Process 128 (1921).]
This state of the law has allowed, and
continues to allow, unjust results.
Note, Recovery For Wrongful Interlocutory Injunctions Under
Rule 65(c). 99 Harv. L. Rev 828, 846 (1986).
The writ should issue for two reasons. First, although
nominally adopting what it characterized as the “majority
view” of the circuit courts, the Ninth Circuit’s approach is,
in fact, at odds with both versions of that view, as well as
with the minority view. and creates yet a fourth standard that
has not been recognized or applied by any other circuit.
Confusion reigns and unjust results necessarily follow. A
uniform interpretation of Rule 65(c). which only this Court
can provide, is needed.
10
Second, the Ninth Circuit's error is a matter of great
significance in the conduct of federal litigation. Interlocutory
injunctions are an essential form of relief in many cases. It
is important that parties not be deterred from seeking such
relief by the prospect of losing substantial sums of money
(here $15 million) should the injunction later be dissolved
even though the enjoined party utterly failed to mitigate
damages, as Galoob did here. It is equally important that the
enjoined party who later prevails recover damages only
where those damages are not traceable to its own conduct.
Here, Galoob chose to present its new defenses for the first
time on an appeal from the issuance of the temporary
injunction rather than presenting them to the district court in
a motion to modify or dissolve the injunction. That appeal
stripped the district court of jurisdiction for seven months,
during which damages accumulated. But even after its appeal
had been denied, Galoob did not seek relief from the district
court on the basis of its new defenses but kept obtaining
increases in the amount of Nintendo's bond. Awarding
execution on the bond despite Galoob’s failure even to
attempt to mitigate its damages produced not merely a
palpably unjust result but a mile that seriously damages the
utility of interlocutory injunctions.
11
Kk.
CERTIORARI SHOULD BE GRANTED TO
RESOLVE THE CONFLICT AMONG THE
CIRCUITS REGARDING THE STANDARD FOR
EXECUTION ON SECURITY GIVEN TO OBTAIN A
PRELIMINARY INJUNCTION OR RESTRAINING
ORDER.
Rule 65(c) requires the provision of security as a
condition of obtaining a preliminary injunction but addresses
execution upon the security only by allowing recovery of
damages and costs by a litigant who was “wrongfully”
enjoined.
A clear majority of federal circuits require courts to
exercise equitable discretion in allowing execution upon a
bond. But there is a conflict between the circuits upon the
extent of that discretion. Two circuits have taken the view
that Rule 65(c) does not limit the broad discretion of the trial
court, in the exercise of its equity powers, to avoid any
injustice between the parties. H&R Block, Inc. v. McCaslin,
541 F.2d 1098 (Sth Cir. 1976). cert. denied, 430 U.S. 946
(1977): State of Kan. ex rel. Stephan v. Adams, 705 F.2d
1267 (10th Cir. 1983).° In denying damage awards, these
* The District of Columbia Circuit appeared to take a similar
view in Page Communications Engineers, Inc. v. Froehlke, 475
F.2d 994 (D.C. Cir. 1973), but later made clear in National
Kidney Patients Ass'n v. Sullivan, 985 F.2d 1127 (D.C. Cir.
1992). cert. denied, 113 5. Ct. 966 (1993), that it approved of
Coyne-Delaney v. Capital Devel. Bd., 7\7 F.2d 385 (7th Cir.
1983), and that Page would have come out the same way under
a re
12
courts emphasized that the plaintiff had acted in good faith
in seeking an injunction.
Other courts allowing equitable discretion disagreed
with the broad exercise of discretion approved by the Fifth
and Tenth Circuits and required more rigorous analysis.
Coyne-Delaney v. Capital Devel. Bd., 717 F.2d 385 (7th
Cir. 1983), perhaps the most influential of the decisions in
this group, affirmed the responsibility of courts to consider
a range of equitable factors but cautioned that, if an award
of damages is to be denied, the analysis of equitable factors
must yield an objective “good reason” to do so. See also
State of Ala. ex rel. Siegelman v. U.S. E.P.A., 925 F.2d 385
(1ith Cir. 1991); Zenith Radio Corp. v. U.S., 823 F.2d 518
(Fed. Cir. 1987). The District of Columbia Circuit expressed
agreement with Coyne-Delaney and stated that a successful
defendant enjoys a “rebuttable presumption” of entitlement
to damages. National Kidney Patients Ass'n v. Sullivan, 958
F.2d 1127 (D.C. Cir. 1992), cert. denied, 113 S. Ct. 966
(1993). These courts discounted the importance of good faith
on the part of a plaintiff as a justification for denying the
award of damages. Good faith, they reasoned, was to be
expected and only its absence would be of particular
significance.
Finally, at the other end of the spectrum, the Second
Circuit, and perhaps the Third. adopted a position that left
no discretion to the trial court. /.¢.. assuming the only issue
to be “whether, in hindsight in light of the ultimate decision
that method of analysis.
13
on the merits after a full hearing, the injunction should not
have issued in the first instance.” Blumenthal v. Merrill
Lynch, Pierce, Fenner & Smith, Inc. 910 F.2d 1049, 1054
(2d Cir. 1990); American Bible Society v. Blount, 446 F.2d
588, 595 n.12 (3d Cir. 1971).
In this case, the Ninth Circuit declined to impose
absolute liability, as Galoob requested, and indicated that it
would follow the majority view. In fact, however, the Ninth
Circuit ignored the key element of the majority view that
mandates consideration of the full range of relevant factors.
On the contrary, it focused on a single issue: whether
respondent Galoob had been guilty of intentional deception
or misconduct in opposing, appealing from, and failing to
seek the lifting of the preliminary injunction. Finding that
Galoob was not guilty of such misconduct, the court of
appeals upheld the district court's award of damages. (A-14)
The standard applied by the Ninth Circuit is so
narrow and restrictive as to be of little practical value;
indeed, it will usually produce the results of the minority
strict-liability rule. Ironically, as a majority of the circuits
decided that a plaintiff's good faith was not sufficient reason
to deny an award of damages, the Ninth Circuit decided that
a defendant's good faith was sufficient reason to award
damages. By doing so, the Ninth Circuit effectively created
a dual standard for plaintiffs and defendants, one comparable
to the dual standard recently rejected by this Court in
another copyright action. Fogerty v. Fantasy, Inc.. 114 S.
Ct. 1023 (1994). Moreover. any approach that turns entirely
on the absence of bad faith, whether on the part of the
14
plaintiff or the defendant, is sure to produce unjust results by
foreclosing examination of other obviously relevant factors.
One of those factors is certainly the defendant's failure to
mitigate damages when that could easily have been done.
An examination of the relevant factors in the present
case will demonstrate that there was indeed “good reason”
to eliminate or, at a minimum, greatly reduce, the award of
damages to Galoob. Apart from demonstrating the gross
inequity of the result here, such an examination will point up
the grave risk to future plaintiffs if the unique standard
created by the Ninth Circuit is not rejected along with the
automatic damages standard of the Second and Third
Circuits.
A. Upon An Application For Execution On
Security Pursuant to Rule 65(c), The Court
Should Consider All Relevant Factors To
Determine Whether There Is A Good Reason
To Deny or Reduce The Award of Damages
In Page v. Froehlke, supra, the court faced a
Situation identical in its equities to the present case. The
court held that it was “bound to effect justice between the
parties, avoiding any result that would be inequitable or
oppressive for either party.” 475 F.2d at.997. The court then
exonerated the plaintiff from liability on a preliminary
injunction bond on the ground that the defendant had in its
possession, but did not produce at the preliminary injunction
hearing, a pertinent document. The court observed that “the
injunction might not have issued if the [defendant] had
15
timely filed the comparative cost study, an important and
relevant document.” Jd. at 997.
In National Kidney Patients Ass'n v. Sullivan, supra,
the District of Columbia Circuit, in discussing its earlier
decision in Page v. Froehlke, pointed out that the failure of
the defendant to have producéd the comparative cost study
at the preliminary injunction hearing was comparable to a
failure to mitigate damages which Coyne-Delaney had said
was a “good reason” for not allowing the enjoined party to
recover damages under the bond. 958 F.2d at 1134.
In Coyne-Delaney v. Capital Devel. Bd., supra, the
Seventh Circuit held that damages should be awarded
pursuant to Rule 65(c) unless there appeared to be a “good
reason” not to do so. Nevertheless, the Court was at pains
to emphasize the duty of the trial court “to consider the full
range of factors relevant under that standard.” 717 F.2d at
392. In particular, the court emphasized that:
A good reason for not awarding such damages
would be that the defendant has failed to mitigate
damages. Id.
The court also pointed out that a change in the applicable
law, subsequent to the preliminary injunction hearing, was
a “legitimate consideration” in the determination of whether
to award damages. /d.
The Seventh Circuit was careful to point out that the
test to be applied was not the judge's unguided, subjective
sense of fairness. Instead, “the ingredients of a proper
16
decision are objective factors . . . accessible to the judgment
of a reviewing court.” Jd. The court reversed the denial of
damages by the district court and remanded the case for a
reevaluation of the equities.
This case is strikingly similar to the facts and
rationale of Page and to Coyne-Delaney’s reasoning. Here,
much as in Page, Galoob withheld its real defenses from the
district court until trial on the merits. The district court had
no occasion to consider the legal defenses that ultimately
prevailed at trial. Galoob’s decision not to present those
arguments was also a plain failure even to attempt to
mitigate damages within the meaning of Coyne-Delaney.
Subsequent cases were similarly explicit in their
insistence upon a careful examination by the trial court of all
relevant factors. For example, in Zenith Radio Corp. , supra,
the Federal Circuit upheld a decision of the Court of
International Trade to deny damages on the basis of five
“equitable factors” including a change in the law that had
deprived the trial court of jurisdiction over the plaintiff's
Claim. In State of Ala. ex rel. Siegelman v. U.S. E.P.A.,
supra, the Eleventh Circuit held that the equitable factors
considered by the district court did not justify a refusal to
award any damages but should be considered in determining
the amount of an award.
In short, the “majority view” identified by the Ninth
Circuit carries with it not only a presumption favoring the
award of damages but a clear mandate for a thorough
examination of all relevant factors to determine whether
17
equity requires that the award be denied or reduced. As will
be shown below, it is precisely such an examination that the
district court and the Ninth Circuit failed to make.
B. The Erroneous Standard Applied By The Ninth
Circuit Rejected Any Consideration Of The
Equitable Factors Emphasized By The Large
Majority Of The Circuits.
Nintendo’s appeal to the Ninth Circuit stressed that
the procedural history of the case made the award of
damages to Galoob grossly inequitable. Indeed, the record
demonstrated that any damages sustained by Galoob were the
product of its own reappraisal of the substantive law,
procedural misjudgment. and tactical decision. Most
important, Galoob steadfastly refused to take any step to
mitigate its damages by bringing its new defenses to the
attention of the trial court.
Galoob had and took a full opportunity. after
Nintendo rejected its request for a license, to study the
legality of its Game Genie device before it initiated its
action. See CR 315. Ex. B at 2-4. With the full benefit of
controlling the timing and place of the litigation, Galoob
admitted at the preliminary injunction hearing that the Game
Genie created derivative works and relied solely on Section
117 of the Copyright Act as a purported basis for non-
infringement. 6/8/90 RT at 5:5 - 6:3, 11:21-22, 12:3-17,
13:14-23 and 14:7-23; 6/29/90 RT at 18:4-23.
After the hearing, the district court granted
Nintendo's motion, finding that the Game Genie produces
a
:
:
18
“what can only be termed derivative works,” rejecting
Galoob’s Section 117 defense, and finding a likelihood of
Nintendo’s succeeding on the merits. 6/29/90 RT at 34:14 -
35:11. In July 1990, the case was transferred to another
judge, and Galoob retained new counsel. Galoob did not
institute any action in the district court to seek relief from
the injunction; instead, in August 1990, Galoob chose to file
an appeal that raised a host of new defenses including the
contentions that the Game Genie did not create derivative
works and that it represented a “fair use” under the
Copyright Act as a matter of law.
Galoob’s decision to appeal the granting of the
preliminary injunction, and not present its new defenses to
the district court, was pivotai: because it deprived the district
court of jurisdiction, the appeal would leave the injunction
in effect for the next seven months. Galoob’s counsel was
not unaware of the rule against federal appellate review of
issues not raised below but gambied that they could persuade
the Ninth Circuit to make an exception to that rule. The
Ninth Circuit declined and Galoob’s gamble failed, to the
injury, perversely enough, of Nintendo.
Even after the decision by the Ninth Circuit on
January 24, 1991, Galoob declined to present its new
defenses to the district court and to seek a dissolution of the
preliminary injunction. On the contrary, Galoob elected to
Stand mute on the underlying issues while filing a series of
successful motions over many months to increase Nintendo’s
bond from $100,000 to $15,000,000. See CR 48-52, CR 89-
100.
19
The Ninth Circuit opinion on the award of damages
under the injunction bond is devoid of any equitable analysis
of this history. Rather, the court embarked on a search for
evidence of bad faith or deceit on Galoob’s part (A-14):
Nintendo’s argument that Galoob failed to
assert all of its defenses at the time Nintendo
sought the preliminary injunction raises the
scepter [sic] of bad faith on the part of
Galoob. The essence of this argument is that
Galoob took advantage of Nintendo by
initially making its case appear to be worse
than it really was, thus lulling Nintendo into
obtaining the preliminary injunction. The
implication of the argument is that Galoob
cunningly got the court to raise the amount of
the bond on two successive occasions, finaily
pushing it up to $15 million. while concealing
the hole cards it intended to play at the time
of trial. Nintendo argues it would be
inequitable to permit Galoob to recover
damages when it pursued such wily litigation
tactics. In support of the argument, Nintendo
relies on Page Communications Eng’rs, Inc.
v. Froehlke, 475 F.2d 994 (D.C. Cir. 1973).
The Ninth Circuit's analysis misread both Page v.
Froehlke and Nintendo's argument. As previously indicated,
Page did tum on the failure of the defendant to have
produced an important document at the preliminary
injunction hearing. And Nintendo did contend that Page
presented a strong analogy to the present case. But Page did
not involve — and Nintendo never claimed that it involved
— any intentional misconduct on the part of the defendant.
20
On the contrary, in Page it was the fact that the
document in question was not provided, not the bad faith of
the enjoined party in failing to provide it, that required
exoneration of the bond. The court recognized the
importance of the fact that the district court did not have
before it the complete picture of the case at the preliminary
injunction stage because of the omission on the part of the
enjoined party. Irrespective of whether that omission was
accidental or intentional, Page held, consistent with the
majority rule, that it would be “inequitable and a perversion
of justice” to allow the enjoined party to execute on the
bond. 475 F.2d at 997.
For its part, Nintendo specifically disclaimed that
Galoob’s subjective intent in withholding defenses was
dispositive. See Nintendo's Reply Brief at 9-10. If the court
had concluded that Galoob acted in bad faith, that should, of
course, have been conclusive and required exoneration, just
as bad faith on the part of Nintendo would have been
conclusive in requiring execution.’ Absent bad faith on the
part of either party, however, the court was required to
examine all of the equitable factors.
"As the Ninth Circuit observed (A-13):
{I]f a party obtains a preliminary injunction in bad
faith, that party “flunks [the good faith test and]
the presumption in favor of enforcement [of the
bond] congeals virtually into a rock.” National
Kidney, 958 F.2d at 1135.
Contrary to the implication by the Ninth Circuit, Nintendo never
argued that its good faith was an independent ground for
exoneration. It merely pointed out that it has met that essential
prerequisite.
21
The Ninth Circuit's preoccupation with bad faith led
it to overlook or ignore the more obvious teachings of Page
and other decisions reflecting the majority view. For
example, as previously indicated, it is well recognized that
a defendant's failure to mitigate its damages is grounds to
deny or reduce an award. Coyne-Delaney v. Capital Devel.
Bd., 717 F.2d at 392; National Kidney Patients Ass’n v.
Sullivan, 958 F.2d at 1134; Note, Interlocutory Injunctions
and the Injunction Bond, 73 Harv. L. Rev. 333, 346 (1959)
(the duty of mitigation means that the defendant “must move
to dissolve the order as soon as possible”).*
The present case presents a failure to mitigate that
could hardly be clearer. Assuming that Galoob had not
become aware of its defenses at the time of the preliminary
injunction hearing — despite ample opportunity to have done
so — it was demonstrably aware of them by August when
they vere raised in Galoob’s brief to the Ninth Circuit. And
even if one could somehow justify Galoob’s decision to
attempt to raise those defenses for the first time before the
Ninth Circuit, the rejection of the defenses by the Ninth
Circuit, because those defenses had not been urged below,
‘ As this Court long ago held in the breach of contract context,
if a party “can save himself from a loss arising from a breach of
[contract] at a trifling expense or with reasonable exertions, it is
his duty to do it, and he can charge the delinquent with such
damages only as with reasonable endeavors and expense he cculd
not prevent.” Warren v. Stoddart. 105 U.S. 224 (1881). See also
Williston on Contracts § 1039 (3d ed. 1967), regarding mitigation
of damages.
22
made unmistakable Galoob’s duty to present them to the
district court.
Similarly, the Ninth Circuit failed to consider the
importance given, under the majority view, to a change in
the applicable law subsequent to the preliminary injunction
hearing. See Zenith Radio Corp.. supra; Coyne-Delaney v.
Capital Devel. Bd., supra. In this case, Galoob effected a
dramatic metamorphosis in the theories of its defense. That
transformation in Galoob’s view of what law controlled the
case is Closely analogous to a court decision or statute which
altered the law after the issuance of a temporary injunction.
Both types of changes must be brought to the attention of the
district court. The “change in the law” applicable to
Nintendo's claims led directly to Galoob’s ultimate success.
Such a change, effected by the defendant itself, merits even
greater weight than a change imposed by a neutral third
party, i.e., a court or legislature.”
¥ Compare the comment of Judge Posner in Covne-Delaney,
717 F.2d at 392-93:
We do not believe that a change in the law is always a
good ground for denying costs and injunction damage to
a prevailing party. but it is a legitimate consideration,
perhaps especially where the prevailing party is a state
agency that benefitted from a change in the law of its
state. In a sense, this is a case where one state agency (the
Board) is seeking to benefit from the confusing signal sent
out by another state agency (the court system) — though
we do not mean to suggest that the Illinois Supreme Court
was rushing fraternally to the aid of another state agency
when it reversed Polyvend.
In Zenith Radio Corp.. supra, the Federal Circuit upheld the
denial of injunction bond damages where the “change in the law™
23
The standard for execution on an injunction bond
badly requires clarification. Under the proper standard,
failure to mitigate damages requires exoneration rather than
execution.
Il.
CERTIORARI SHOULD BE GRANTED
BECAUSE THE CONSTRUCTION OF
RULE 65(c) Is OF GREAT IMPORTANCE
IN FEDERAL LITIGATION
If the unique approach of the Ninth Circuit is
permitted to go uncorrected, or if the automatic liability
rules of the Second and Third Circuits are allowed to stand,
there will likely be adverse consequences far beyond those
jurisdictions. Given the divergent views of the various
circuits with respect to Rule 65(c), it clearly has the potential
to influence, and distort, the law. The decision here, that all
equitable factors other than the defendant's good faith are
irrelevant, will, at a minimum, reinforce the minority view
of strict liability espoused by the Second Circuit and, it
appears, by the Third as well.
The importance of injunctive relief to the litigation
process is beyond argument:
was a ruling in another case. on an issue of first impression, that
there was no jurisdiction to entertain Zenith’s lawsuit. 823 F.2d
at 520-21.
24
Although the fundamental faimess of
preventing irremediable harm to a party is an
important factor on a preliminary injunction
application, the most compelling reason in
favor of [granting a preliminary injunction] is
the need to prevent the judicial process from
being rendered futile by defendant's action or
refusal to act.
Canal Authority of State of Florida v. Callaway, 489 F.2d
567, 573 (Sth Cir. 1974) (quoting Wright and Miller,
Federal Practice and Procedure: Civil § 2947 (1973))
(alteration in original). It follows that imposition of undue or
unwarranted burdens on the obtaining of an injunction
threatens the very integrity of the process. Indeed, the
avoidance of undue burdens made many courts at common
iaw reluctant to require a bond in the first instance. See
Note, Jnterlocutory Injunctions and the Injunction Bond,
supra p. 20, at 336.'° The requirement of a bond under the
Federal Rule is now well settled.'' Nevertheless, the
“The injunction bond appears to be the result of the inter-
action of two major competing considerations[:]. . . the tradition-
al reluctance to penalize a plaintiff for resorting to the judicial
process or to make him pay a price for his remedy [and] . . . the
extreme caution which often permeates judicial proceedings and is
reflected in their elaborate safeguards. . . .~ /d.
'' Under appropriate circumstances, the Federal requirement
may be relaxed. Wavne Chemical, Inc. v. Columbus Agency
Service Corp., 567 F.2d 692, 701 (7th Cir. 1977) (in suit to
enforce rights under a group medical poiicy, indigence of party
excuses bond requirement): Crowley v. Local No. 82, 679 F.2d
978, 1000-01 (1982), rev'd on other grounds, 467 U.S. 526
(1984) (district court did not err in refusing to require union
25
avoidance of undue burdens must remain a matter of serious
and legitimate concer.
The unfortunate consequence of imposing such a
burden by adoption of either the Ninth Circuit’s approach or
the automatic liability view, may be felt in any of the myriad
circumstances under which injunctive relief is sought. But
nowhere is the potential harm more serious than in actions
under the Copyright Law. Injunctive relief is vital to the
protection of intellectual property. And the availability of
preliminary relief is especially important. As Nintendo
pointed out in its brief to the Ninth Circuit, the Copyright
Law recognizes that importance by providing a presumption
of irreparable injury to copyright owners who, in seeking
preliminary relief, establish a likelihood of success on the
merits. See, e.g., Johnson Controls, Inc. v. Phoenix Control
Systems, Inc., 886 F.2d 173, 1174 (9th Cir. 1989): Apple
Computer, Inc. v. Formula Int’l Inc., 725 F.2d 521 (9th Cir.
1984).'°
members to post bond where absence of security would not impose
significant burden on defendants, plaintiffs were less able to afford
security, and bond requirement would affect enforcement of
statutory labor rights).
'2 Nintendo also noted that a copyright owner is generally
entitled to an injunction to halt any infringement, citing Universal
City Studios, Inc. v. Sony Corp. of America, 659 F.2d 963, 976
(9th Cir. 1981), rev'd on other grounds, 464 U.S. 417 (1984).
The Ninth Circuit observed that Universal Ciry had involved a
permanent injunction and concluded that “public policy does not
advocate the liberal issuance of preliminary injunctions in
copyright infringement actions.” 16 F.3d at 1038. The Court,
however, was mistaken. As reflected by the authorities cited in the
26
In a field such as copyright law, where the governing
legal principles are extraordinarily complex and frequently
changing, the implications of the standard adopted by the
Ninth Circuit are particularly disturbing. As interpreted by
the Ninth Circuit, Rule 65(c) will go far beyond the
rationale, adopted by the Ninth Circuit, of discouraging
“flimsy claims.” A copyright owner who furnishes security
to obtain injunctive relief will know that he is at risk not
only from defenses presented at the preliminary injunction
stage but from any defense that later occurs to the alleged
infringer at any time prior to, or perhaps even during, the
trial. Such a standard, we submit, can only have a chilling
effect upon bona fide efforts of copyright owners to protect
the fruits of their creative labors.
text, an application for preliminary relief, like an application for
permanent relief, will be granted upon a showing of infringement,
i.e., because of public policy considerations. the element of
irreparable injury need not be demonstrated.
27
CONCLUSION
For the foregoing reasons, the petition for a writ of
certiorari should be granted.
Dated: June 17, 1994
Respectfully submitted,
Robert H. Bork
1150 Seventeenth Street, N.W.
Washington, D.C. 20036
(202) 862-5851
John J. Kirby
Counsel of Record
Mudge Rose Guthrie Alexander &
Ferdon
180 Maiden Lane
New York, New York 10038
(212) 510-7000
Attorneys for Petitioner
a 2 = eT an
A-1
UNITED STATES COURT OF APPEALS
FOR THE NINTH CIRCUIT
NINTENDO OF AMERICA, INC.,
Plaintiff-Appellant, No. 92-16364
D.C. No.
™ CV-90-01440-FMS
Lewis GALOoos Toys, INC., OPINION
Defendant-Appellee.
Appeal from the United States District Court
for the Northern District of California
Fern M. Smith, District Judge, Presiding
Argued and Submitted
December 14, 1993—San Francisco, California
Filed February 17, 1994
Before: Donald P. Lay", Cynthia Holcomb Hall and
David R. Thompson, Circuit Judges.
“ Hon. Donald P. Lay, Senior Circuit Judge for the Eighth Circuit,
sitting by designation.
A-2
Opinion by Judge Thompson
SUMMARY
Civil Litigation and Procedure/Interim Relief —
Preliminary Injunctions/Interim Relief
The court of appeals affirmed a district court judgment. The
court held that a defendant who was wrongfully enjoined was
entitled to have the full amount of the injunction bond executed in
its favor.
Several years after appellant Nintendo of America, Inc. began
selling a home video game system called the Nintendo
Entertainment System (NES), appellee Lewis Galoobd Toys, Inc.
announced its intention to begin selling the Game Genie, an
electronic device allowing NES owners to change aspects of NES
video games. A month later, Nintendo brought a copyright
infringement action against Galoob. Nintendo obtained a
preliminary injunction against the sale of the Game Genie. The
district court required Nintendo to post a $15 million bond as
security for the injunction.
At trial, Galoob asserted additional legal theories that it liad
not asserted at the preliminary injunction hearing. Galoob
prevailed at trial, and the district court vacated the injunction.
The district court held a “lost sales” hearing to determine the
number of Game Genie sales Galoob lost because of the
injunction. Galoob’s evidence included a comparison of the Game
Genie to another NES accessory, the Nintendo Advantage, for
A-3
which sales figures were available. The court, assuming that the
Game Genie was at least as attractive to NES owners as was the
Nintendo Advantage, determined that Galoob lost 1.6 million
Game Genie sales due to the injunction. The district court also
held a “profits hearing” to determine Galoob’s net profit margin.
Galoob called an economist who testified regarding its profit
margin. The district court awarded Galoob the entire amount of
the bond after finding that the injunction caused Galoob at least
$15 million in damages. Nintendo appealed.
[1] A party has been wrongfully enjoined when it turns out
that the party enjoined had the right all along to do what it was
enjoined from doing. [2] In this case, Galoob was wrongfully
enjoined.
[3] There is a rebuttable presumption that a wrongfully
enjoined party is entitled to have the bond executed and recover
provable damages up to the amount of the bond. [4] Galoob’s
litigation conduct did not preclude it from recovering on the bond.
There was no indication in the record that Galoob sandbagged
Nintendo into prevailing on its application for the preliminary
injunction, knowing all the while that it could have defeated that
application.
[5] Galoob established with reasonable certainty that it was
damaged by the issuance of the injunction. [6] The district court’s
method of calculating the number of lost sales was not erroneous;
the court repeatedly used the most conservative ends of available
ranges in calculating the number. [7] Thus, Galoob was entitled to
have the full amount of the bond executed in its favor.
A-4
COUNSEL
John J. Kirby, Jr., Mudge Rose Guthrie Alexander & Ferdon,
New York, New York; and William E. Trautman, Brobeck,
Phleger & Harrison, San Francisco, California, for the plaintiff-
appellant.
Jerome B. Falk, Jr., Howard, Rice, Nemerovski, Canady,
Robertson & Falk, San Francisco, California, for the defendant-
appellee.
OPINION
THOMPSON, Circuit Judge:
Nintendo of America, Inc. appeals the execution of a $15
million bond in favor of Lewis Galoob Toys, Inc. Nintendo posted
the bond as security for a preliminary injunction against Galoob in
a copyright infringement action Nintendo later lost. The district
court awarded Galoob the entire amount of the bond after finding
the injunction caused Galoob at least $15 million in damages.
Nintendo argues the district court erred in three ways: First,
by not weighing equitable considerations before deciding to
execute the bond; second, by improperly findirg the injunction
harmed Galoob; and third, by improperly calculating the amount
of Galoob’s damages.
We have jurisdiction under 28 U.S.C. § 1291, and we affirm.
A-5
FACTS
The Nintendo Entertainment System (“NES”) was the most
popular home video game system in the United States from the
late 1980s until the early 1990s. Its manufacturer, Nintendo of
America, Inc., began selling the NES in 1986. By 1991 Nintendo
had sold over thirty million units in the United States.
Several years after Nintendo introduced the NES, Lewis
Galoob Toys, Inc. announced its intention to begin selling the
Game Genie, an electronic device allowing NES owners to change
aspects of NES video games. For example, the Game Genie would
permit a video game character to run faster, jump higher, or
become immortal.
At the time of Galoob’s announcement of the Game Genie, in
May 1990, NES product sales were at or near their peak.
Nintendo sold nearly fifteen million NES video games that year,
exceeding any other year’s sales. Consumer interest in the Game
Genie was similarly intense. Immediately after the product
announcement, Galoob received orders for over 550,000 Game
Genies, and expected to sell well over a million units in 1990.
Expert witnesses later testified Galoob could have sold as many as
6.5 million units over the product’s lifetime.
Only one month after Galoob’s announcement, however,
Nintendo obtained a preliminary injunction against the sale of the
Game Genie. Nintendo’s lawsuit and request for a preliminary
injunction responded to an earlier lawsuit filed by Galoob in which
Galoob sought a declaratory judgment that its Game Genie did not
violate any of Nintendo’s intellectual property rights.
At the hearing for the preliminary injunction, Galoob asserted
that the Game Genie fell under an exception to rights provided to
A-6
a copyright owner by the Copyright Act. Specifically, Galoob
contended that the Game Genie allowed an “adaptation . . .
created as an essential step in the utilization of [a] computer
program,” which 17 U.S.C. § 117 states is a permissible use of
a copyrighted work. The district court granted the injunction,
believing at the time it was likely “Nintendo will prevail on its
claims that Galoob [has infringed] Nintendo’s copyright rights;
[and] that Nintendo will suffer immediate and irreparable harm as
well as the loss of profits.”’ The district court required Nintendo
to post a $100,000 bond as security for the injunction. This
amount was later raised to $5 million and then to $15 million.
Nintendo resisted these increases, but nevertheless posted bond in
the increased amounts.
At the copyright infringement trial, Gaioob asserted additional
legal theories it had not asserted at the preliminary injunction
hearing. It contended that the Game Genie was a fair use of
Nintendo’s copyrights under 17 U.S.C. § 107 and that the game
did not create infringing derivative works. Galoob prevailed at
trial and in July 1991 the district court vacated the injunction.’
The injunction had been in effect approximately one year.
In August 1991, Galoob began selling the Game Genie. It
sold about one million units in the United States that year and
expected to sell as many as 800,000 in 1992. In September 1991,
' We affirmed the district court’s order granting the preliminary
injunction in an unpublished memorandum disposition filed January 24,
1991. See Nintendo of Am., Inc. v. Lewis Galoob Toys, Inc. , 923 F.2d
862 (9th Cir. 1991)(unpublished disposition).
? We affirmed the judgment in May 1992. Lewis Galoob Toys, Inc. v.
Nintendo of Am., Inc., 964 F.2d 965 (9th Cir. 1992), cert. denied, 113
S. Ct. 1582 (1993).
A-7
the district court ordered the execution of the bond in favor of
Galoob “in an amount to be determined by the Court.”
In December 1991, the court held a “lost sales” hearing to
determine the number of Game Genie sales Galoob lost because of
the injunction. To establish the number of lost sales, Galoob
presented evidence comparing the Game Genie to another NES
accessory called the “Nintendo Advantage.” The Advantage is a
joystick, manufactured and sold by Nintendo. The Advantage
permits NES owners to more easily control the characters in video
games. The Advantage reached a “market penetration” of ten
percent, meaning one Advantage was sold in the United States for
every ten NESs. Galoob also presented studies explaining the
“Canadian multiplier method,” which showed that, in general, a
product will seil ten to twelve times as well in the United States
as in Canada. Galoob estimated it would sell 190,000 Game
Genies in Canada by the end of 1991.
In response to Galoob’s assertion of lost sales, Nintendo
argued that annual NES sales did not provide a reliable indicator
of Game Genie demand. Although annual sales of the NES
declined in 1991, the “installed base” or number of NES systems
owned in the United States, increased. By the end of 1990, there
were 26 million NES systems in the United States, and by the end
of 1991, there would probably have been more than 30 million.
One of Galoob’s marketing documents showed that 93 percent of
all NES consoles ever sold were still in use at the end of 1991. On
the basis of this evidence, Nintendo contended there was actually
an increase in the number of potential Game Genie customers
since the district court imposed the injunction.
The district court determined Galoob lost at least 1.6 million
Game Genie sales. In arriving at this number, the district court
assumed the Game Genie was at least as attractive to NES owners
A-8
as was the Nintendo Advantage. Because the NES’s installed base
was 30 million at the end of 1991, and the Advantage’s market
penetration was ten percent, Galoob should have sold at least three
million Game Genies, or ten percent of 30 million, over the
product’s lifetime had the court not issued the injunction. To check
the accuracy of this estimate, the court applied the Canadian
multiplier method, using the estimated total Canadian Game Genie
sales of 190,000 and a multiplier of eleven. The resulting
2,090,000 was, in the court’s view, “very close to 3 million,” and
satisfied the court its estimating method was reasonable.
Noting testimony that four million more NES units would be
sold in 1992, the district court then added another ten percent, or
400,000 units. to the figure of three miliion and concluded Galoob
would have sold 3.4 million Game Genies over the product’s
lifetime. The court subtracted the one million Game Genies
Galoob actually sold in 1991 and the estimated 800,000 it would
sell in 1992. The court concluded Galoob lost 1.6 million Game
Genie sales due to the injunction.
This conclusion was based on estimates the court determined
were reasonable. The court stated: “I think that these calculations
are conservative. I have tried in estimating to take basically the
bottom end of everybody’s range, and if you want to tell me why
that isn’t fair, I’m certainly willing to listen.”
The district court also held a “profits hearing.” At this
hearing Galoob established that the average net wholesale price for
the Game Genie was $34.28. Nintendo does not contest this
figure, but does contest the district court’s finding that Galoob’s
net profit margin was 27.6 percent. The district court applied this
percentage to the average net wholesale price to determine
Galoob’s net profit on each Game Genie (27.6 x $34.28 — $9.46).
A-9
To establish its net profit margin percentage, Galoob called
an economist. He testified that Galoob’s profit margin was 42.74
percent. In arriving at this figure, the economist deducted variable
costs allocable to Game Genie sales, but not fixed costs which he
described as costs that would have been incurred regardless of
Game Genie sales.
Nintendo contested the economist’s determination of Galoob’s
profit margin percentage by challenging his categorization of
variable and fixed costs. Nintendo presented an accountant who
examined financial data for the Galoob company as a whole and
concluded an extra 18.77 percent should be deducted from
Galoob’s economist’s figure of 42.74 percent.
In determining that Galoob’s profit margin was 27.6 percent,
the court began with the testimony of Galoob’s economist that
Galoob’s profit margin was 42.74 percent. The court stated the
economist’s method in calculating this figure was a “rational and
reliable one.” The court agreed with Nintendo’s contention,
however, that four categories of Galoob’s costs, namely, salaries
and benefits, travel and entertainment, promotion, and interest,
had to be taken into consideration in arriving at the profit margin.
It disagreed with Nintendo’s contention that as much as 18.77
percent should be deducted from the economist’s profit margin
figure, but nevertheless lowered the profit margin to 32.74
percent.
Nintendo also disputed the proper allocation of other costs,
such as “reworking the Game Genie, tooling, packaging, TV
origination, and contract R & D.” The court included these factors
in its calculations, “[a]ssuming, without deciding, that Nintendo
is correct in each of these contentions,” and further reduced the
profit margin from 32.74 percent to the final figure of 27.6
percent.
A-10
By multiplying the 1.6 million unit sales lost by the net
wholesale price of $34.28, times the 27.6 percent profit margin,
the district court found Galoob suffered at least $15,138,048 in
lost profits due to the injunction. The court also calculated Galoob
lost $315,569 in interest it would have earned on its loss profits
and $480,000 in costs it incurred “when [Galoob] ceased
production and distribution and thereafter recommenced those
activities upon dissolution of the injunction.” Because the total of
these amounts exceeded the $15 million bond Nintendo posted, the
district court awarded Galoob the entire amount of the bond, plus
costs, under Federal Rule of Civil Procedure 65.1. This appeal
followed.
STANDARD OF REVIEW
We review de novo a district court’s decision to execute a
bond. Matek v. Murat, 862 F.2d 720, 733 (9th Cir. 1988)(noting
the conflict between “abuse of discretion” and “de novo”
standards of review among circuits but choosing the latter). An
allegation that a district court ignored legal procedure raises a
question of law we also review de novo. Anderson v. United
States, 966 F.2d 487, 489 (9th Cir. 1992). A district court’s
computation of damages is a finding we review under the clearly
erroneous standard. Stephens v. City of Vista, 994 F.2d 650, 655
(9th Cir. 1993); Lum v. Honolulv 963 F.2d 1167, 1170 (9th
Cir.), cert. denied, _ U.S. ____, 113 S. Ct. 659 (1992); Galindo
v. Stoody Co., 793 F.2d 1502, 1516 (9th Cir. 1986).
A-11
DISCUSSION
The first issue we consider is whether Galoob was wrongfully
enjoined. We conclude it was. We then consider what standard we
should apply to ascertain whether the district court erred in
determining that Galoob was entitled to damages. Finally, we
consider whether the district court erred in computing the amount
of damages.
Rule 65(c) of the Federal Rules of Civil Procedure provides:
No restraining order or preliminary injunction shall issue
except upon the giving of security by the applicant, in
such sum as the court deems proper, for the payment of
such costs and damages as may be incurred or suffered
by any party who is found to have been wrongfully
enjoined or restrained.
Fed. R. Civ. P. 65(c).
[1] Under this rule, before a court may execute a bond, it
raust find the enjoined or restrained party was “wrongfully
enjoined or restrained.”* This circuit has yet to define wrongful
enjoinment. We hold today that a party has been wrongfully
enjoined within the meaning of Rule 65(c) when it turns out the
party enjoined had the right all along to do what it was enjoined
from doing.‘ See Blumenthal v. Merrill Lynch Pierce, Fenner &
3 Because this case involves a preliminary injunction rather than a
temporary restraining order, we use the term “wrongfully enjoined”
rather than “wrongfully restrained.”
* We prefer the wording of Rule 65(c), which speaks in terms of a
party who has been “wrongfully enjoined,” rather than the wording in
some cases in other circuits which refers to an injunction as having been
A-12
Smith, Inc., 910 F.2d 1049, 1954 (2d Cir. 1990)(“A party has
been ’wrongfully enjoined‘ under Fed. R. Civ. P. 65(c) if it is
ultimately found that the enjoined party had at all times the right
to do the enjoined act.”).
[2] Here, Nintendc obtained a preliminary injunction
enjoining Galoob from selling the Game Genie. As it turned out,
Galoob prevailed in the underlying litigation. The district court
held Galoob could sell the Game Genie and vacated the
preliminary injunction. We affirmed on appeal. Galoob Toys, 964
F.2d 965. Thus, Galoob was wrongfully enjoined.
[3] This brings us to the next question: Is Galoob entitled to
have the bond executed in its favor? Although there seems to be
some variance in how other circuits respond to this question, we
join what appears to be the majority and hold there is a rebuttable
presumption that a wrongfully enjoined party is entitled to have
the bond executed and recover provable damages up to the amount
of the bond. See, e.g., National Kidney Patients Ass’n v. Sullivan,
958 F.2d 1127, 1134 (D.C. Cir. 1992)(a “defendant injured by a
wrongfully issued preliminary injunction is presumptively entitled
to recovery on the injunction bond”), cert. denied, 113 S. Ct. 966
(1993)
We believe this rule is sound. By adhering to this standard,
the party enjoined will usually recover damages, thus discouraging
parties from requesting injunctions based on tenuous legal
grounds. See Coyne-Delaney Co. v. Capital Dev. Bd., 717 F.2d
“wrongfully issued.” Fed. R. Civ. P. 65(c). A court that complies with
the applicable law in issuing a preliminary injunction does not
“wrongfully” issue it. Indeed, in an earlier appeal in this case we upheld
the district court’s issuance of the preliminary injunction. See Nintendo,
923 F.2d 862 (unpublished disposition).
A-13
385, 392 (7th Cir. 1983)(“... [this test] discourages the seeking of
preliminary injunctions on flimsy (though not necessarily
frivolous) grounds.”). Furthermore, a presumption that damages
will be awarded from the bond assures district court judges that
defendants will receive compensation for their damages in cases
where it is later determined a party was wrongfully enjoined. See
Note, Recovery for Wrongful Interlocutory Injunctions Under Rule
65(c), 99 Harv. L. Rev. 828, 838 n.36 (1986). Moreover,
demands on judicial resources may be relieved to some extent,
because a defendant who can recover damages against a
preliminary injunction bond will be less likely to file a separate
malicious prosecution action. See generally Note Interlocutory
Injunctions and the Injunction Bond, 73 Harv. L. Rev. 333
(1959). Finally, this standard provides an equitable means by
which courts can decline to impose damages on the rare party who
has lost a case on the merits but nevertheless should not suffer the
execution of the preliminary injunction bond.
Nintendo argues it rebutted this presumption. Nintendo
points out it acted in good faith in bringing its copyright
infringement lawsuit, Galoob failed to assert defenses to the
preliminary injunction it could have asserted at the preliminary
injunction hearing, public policy favors the issuance of injunctions
in intellectual property infringement suits, and to award Galoob
$15 million imposes a punitive sanction against Nintendo. We
consider each of these arguments in turn.
We reject Nintendo’s good faith argument. Good faith in the
maintenance of litigation is the standard expected of all litigants.
That a party lives up to this standard simply means the party did
what it ought to have done. On the other hand, if a party obtains
a preliminary injunction in bad faith, that party “flunks [the good
faith test and] the presumption in favor of enforcement [of the
A-14
-ond] congeals virtually into a rock.” National Kidney, 958 F.2d
at 1135.
Nintendo’s argument that Galoob failed to assert all of its
defenses at the time Nintendo sought the preliminary injunction
raises the scepter of bad faith on the part of Galoob. The essence
of this argument is that Galoob took advantage of Nintendo by
initially making its case appear to be worse than it really was, thus
lulling Nintendo into obtaining the preliminary injunction. The
implication of the argument is that Galoob cunningly got the court
to raise the amount of the bond on two successive occasions,
finally pushing it up to $15 million, while concealing the hole
cards it intended to play at the time of trial. Nintendo argues it
would be inequitable to permit Galoob to recover damages when
it pursued such wily litigation tactics. In support of this argument,
Nintendo relies on Page Communications Eng’rs, Inc. v. Froehlke,
475 F.2d 994 (D.C. Cir. 1973).
Page Communications is inapposite. There, the court
declined to award damages to an enjoined defendant in a contract
action. The defendant earlier agreed to produce “all ‘records
relating to the evaluation of proposals submitted’ by the various
offerors, and all ‘documents setting forth the basis for award.’”
Page Communications, 475 F.2d at 996. Although this language
described a particular report the defendant possessed, the
defendant intentionally declined to produce the report. In granting
the injunction for the plaintiff, the district court believed
erroneously it had examined all the relevant evidence. Because the
defendant was responsible for the missing evidence, and because
the district court would probably not have granted the injunction
had it seen the report, the court concluded that in light of these
circumstances, it would be inequitable to assess damages against
the plaintiff. Jd. at 997.
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[4] Here, Galoob did not fail to produce evidence. It did not
deceive the court. There is no indication in the record that Galoob
sandbagged Nintendo into prevailing on its application for the
preliminary injunction, knowing all the while that it could have
defeated that application. Those facts simply are not in this case.
All that appears is that Galoob had additional defenses it asserted
at the time of trial, defenses it had not asserted at the preliminary
injunction hearing. And while it is true Galoob persuaded the
court on two successive occasions to increase the amount of the
bond, thus raising the stakes of the game, it is also true that
Nintendo called these raises by putting up additional amounts of
the bond. We conclude Galoob’s litigation conduct does not
preclude it from recovering on the bond.
Nintendo’s public policy argument is premised on its assertion
that public policy favors the issuance of injunctions in intellectual
property infringement lawsuits. This assertion is correct only
when a permanent injunction is sought once infringement has been
established. See, e.g., Universal City Studios, Inc. v. Sony Corp.
of Am., 659 F.2d 963, 976 (9th Cir. 1981) (“We note that, as a
general rule, a copyright plaintiff is entitled to a permanent
injunction when liability has been established and there is a threat
of continuing violations.”) (emphasis added), rev’d on other
grounds, 464 U.S. 417 (1984). Public policy does not advocate
the liberal issuance of preliminary injunctions in copyright
infringement actions.
We reject Nintendo’s argument that the district court awarded
punitive damages by executing the bond in favor of Galoob. The
damage award was not punitive, but compensatory. Every dollar
the court awarded to Galoob compensated it for the injury it had
suffered because of the injunction. Cf Coyne-Delaney, 717 F.2d
at 392.
ee oes
A-16
We next consider whether the district court erred in
determining that Galoob suffered at least $15 million in damages
by reason of the issuance of the injunction. Nintendo argues the
court failed to require Galoob to meet any burden of proof in
establishing its damages. The record belies this contention. In its
order directing entry of partial judgment, the district court stated,
“Galoob has proved by a preponderance of the evidence that it
sustained actual injury as a result of the wrongful issuance of the
preliminary injunction.” The court explicitly named the standard
it applied to Galoob and ernlicitly stated Galoob met that burden.
Nintendo challenges this finding. It argues Galoob failed to
prove with reasonable certainty that it suffered any damage. See
Palmer v. Connecticut Ry. & Lighting Co., 311 U.S. 544, 561
(1941) (“Certainty in the fact of damage is essential.”).
According to Nintendo, Galoob was not damaged by the injunction
because the injunction only delayed Game Genie sales, it did not
prevent them permanently. That is, although NES owners who
wanted to purchase the Game Genie in 1990 could not do so
because of the injunction, they most likely waited a year until the
injunction was lifted, and then bought the product anyway.
[5] We reject this argument. It is premised largely on
speculation, and as the district court stated, it “defies common
sense.” Galoob established with reasonabie certainty that it was
damaged by the issuance of the injunction.
The next question is: Did the district court err in computing
the amount of damages Galoob suffered? “The district court’s
computation of damages . .. is . . . insulated from review unless
clearly erroneous.” Laborers Clean-Up Contract Admin. Trust
Fund v. Uriarte Clean-Up Serv., Inc., 736 F.2d 516, 520 n.2
(1984); see also Lum, 963 F.2d at 1170 (upholding damage award
where the award was “not extreme or outrageous”).
A-17
Throughout its calculation of damages, the district court chose
figures favoring Nintendo. The court assumed the Game Genie
would sell only as well as the Nintendo Advantage, even though
the Advantage was, in its opinion, “not as versatile or long-lasting
a peripheral” as the Game Genie. When the court checked the
accuracy of its estimate of lost sales, using the Canadian multiplier
method, it chose a figure of 190,000 Canadian sales, which was
“at the conservative end of the level,” and used a multiplier of
eleven, which was far below the multiplier of thirty-eight that the
Advantage enjoyed. The court also adopted Galoob’s highest
estimate of its anticipated 1992 sales. It then deducted this high-
end estimate, together with Galoob’s actual 1991 sales, from the
total sales it determined Galoob would have made “but for” the
issuance of the injunction.
[6] In sum, in determining the number of lost sales, the
district court repeatedly used the most conservative ends of
available ranges. While it is true that Galoob did not likely lose
exactly 1.6 million sales of the Game Genie, it is reasonably
certain it lost at least that amount. The district court’s method of
calculating the number of lost sales was not erroneous.
With regard to the court’s finding that Galoob’s profit margin
for the Game Genie was 27.6 percent, the court began with the
“rational and reliable” estimate of Galoob’s economist that the
profit margin was 42.74 percent, considered the evidence and
contentions of the parties and
A-18
reduced that figure to 27.6 percent. It did not clearly err in
making this funding.
CONCLUSION
[7] Galoob was wrongfully enjoyed from selling the Game
Genie. As a result, it was presumptively entitled to recover
damages. Nintendo did not rebut this presumption. Galoob
proved with reasonable certainty it was damaged by the injunction.
The district court did not err in finding Galoob’s damages
exceeded the $15 million amount of the bond. Galoob was
entitled to have the full amount of the bond executed in its favor.
AFFIRMED.
A-19
UNITED STATES COURT OF APPEALS
FOR THE NINTH CIRCUIT
NINTENDO OF AMERICA, INC.,
Plaintiff-Appellant, No. 92-16364
D.C. No.
« CV-90-01440-FMS
Lewis GALoos Toys, INC., ORDER
Defendant-Appellee.
Before: LAY*, HALL and THOMPSON, Circuit Judges.
The panel, as constituted above, has unanimously voted to
deny the petition for rehearing. Judges Hall and Thompson voted
to reject the suggestion for rehearing en banc, and Judge Lay so
recommended.
The suggestion for en banc rehearing has been circulated to
the full court, and no judge of the court has requested a vote on
the suggestion for rehearing en banc. Fed. R. App. P. 35(b).
The petition for rehearing is DENIED, and the suggestion for
a rehearing en banc is REJECTED.
“ Hon. Donald P. Lay, Senior Circuit Judge for the Eighth Circuit,
sitting by designation.
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A-20
UNITED STATES COURT OF APPEALS
FOR THE NINTH CIRCUIT
Lewis GALoosB Toys, INC.,
No. 921-16205
Plaintiff-Appellee, D.C. No.
CV-90-1586 FMS
¥;
NINTENDO OF AMERICAN, INC., AMENDED
OPINION
Defendant-Appellant.
NINTENDO OF AMERICA, INC.,
Plaintiff-Appellee,
D.C. No.
v. CV-90-1586 FMS
Lewis GALoos Toys, INC.,
OPINION
Defendant-Appellant.
Appeal from the United States District Court
for the Northern District of California
Fern M. Smith, District Judge, Presiding
Argued and Submitted
March 12, 1992 - San Francisco, California
Filed May 21, 1992
Amended August 5, 1992
A-21
Before: Jerome Farris and Pamela Ann Rymer, Circuit Judges,
and David V. Kenyon,” District Judge.
Opinion by Judge Farris
COUNSEL
Thomas G. Gallatin, Jr., Mudge, Rose, Guthrie, Alexander &
Ferdon, New York, New York, for the defendant-appellant.
Jerome B. Falk, Jr., Howard, Rice, Nemerovski, Canady,
Robertson & Falk, San Francisco, California, for the plaintiff-
appellees.
OPINION
FARRIS, Circuit Judge:
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 15 U.S.C. § 1121 and 28 U.S.C.
§§1291 and 1292(a)(1). We affirm.
~ Honorable David V. Kenyon, United States District Judge for the
Central District of California, sitting by designation.
A-22
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 p:oduces
or licenses others to produce. By pressing buttons and
manipulating a control pad, the player controls one of the game’s
characters and progresses through the game. The games are
protected as audiovisual works under 17 U.S.C. § 102(a)(6).
The Game Genie is a device manufactured by 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 changes 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 example,
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.
A-23
DISCUSSION
1. Derivative work
The Copyright Act of 1976 confers upon copyright holders
the exclusive right to prepare and authorize others to prepare
derivative works based on their copyrighted works. See 17 U.S.C.
§ 106(2). Nintendo argues that the district court erred in
concluding that the audiovisual displays created by the Game
Genie are not derivative works. The court’s conclusions of law are
reviewed de novo. See Rozay’s Transfer v. Local Freight Drivers,
Local 208, 850 F.2d 1321, 1326 (9th Cir. 1988), cert. denied,
490 U.S. 1030 (1989). Its findings of fact are reviewed for clear
error. See id.
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 upon one or
more preexisting works, such as a translation, musical
arrangement, dramatization, fictionalization, motion
picture version, sound recording, art reproduction,
abridgment, condensation, or any other form in which a
work may be recast, transformed, or adapted. A work
consisting of editorial revisions, annotations,
elaborations, or other modifications which, as a whole,
represent an original work of authorship, is a “derivative
work.”
17 U.S.C. § 101 (emphasis added). The examples of derivative
works provided by the Act all physically incorporate the
underlying work or works. The Act’s legislative history similarly
A-24
indicates that “the infringing work must incorporate a portion of
the copyrighted work in some form.” 1976 U.S. Code Cong. &
Admin. News 5659, 5675. See also Mirage Editions, Inc. v.
Albuquerque A.R.T. Co., 856 F.2d 1341, 1343-44 (9th Cir. 1988)
(discussing same), cert. denied, 489 U.S. 1018 (1989).
Our analysis is not controlled by the Copyright Act’s
definition of “fixed.” The Act defines copies as “material objects,
other than phonorecords, in which a work is fixed by any
method.” 17 U.S.C. § 101 (emphasis added). The Act’s definition
of “derivative work,” in contrast, lacks any such reference to
fixation. See id. Further, we have held in a copyright infringement
action that “[iJt makes no difference that the derivation may not
satisfy certain requirements for statutory copyright registration
itself.” Lone Ranger Television v. Program Radio Corp. , 740 F.2d
718, 722 (9th Cir. 1984). See also Paul Goldstein, Derivative
Rights and Derivative Works in Copyright, 30 J. Copyright Soc’y
U.S.A. 209, 231 n.75 (1983) (“the Act does not require that the
derivative work be protectable for its preparation to infringe”). Cf.
Kalem Co. v. Harper Bros., 222 U.S. 55, 61(1911) (finding the
movie “Ben Hur” infringed copyright in the book Ben Hur even
though Copyright Act did not yet include movies as protectable
works). A derivative work must be fixed to be protected under the
Act, see 17 U.S.C. § 102(a), but not to infringe.
The argument that a derivative work must be fixed because
“la] ‘derivative work’ is a work,” 17 U.S.C. § 101, and “[a]
work is ‘created’ when it is fixed in a copy or phonorecord for the
first time,” id., relies on a misapplication of the Copyright Act’s
definition of “created”:
A work is created’ when it is fixed in a copy or
phonorecord for the first time; where a work is prepared
over a period of time, the portion of it that has been
A-25
fixed at any particular time constitutes the work as of
that time, and where the work has been prepared in
different versions, each version constitutes a separate
work.
Id. The definition clarifies the time at which a work is created. If
the provision were a definition of “work,” it would not use that
term in such a casual manner. The Act does not contain a
definition of “work.” Rather, it contains specific definitions:
“audiovisual works,” “literary works,” and “pictorial, graphic and
sculptural works,” for example. The definition of “derivative
work” does not require fixation.
The district court’s finding that no independent work is
created, see Galoob, 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 altered 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 underlving 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 17 U.S.C § 101, in the Game Genie. It
cannot be a derivative work.
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
A-26
proprietors... [Albuquerque A.R.T.] has prepared a derivative
work and infringed the subject copyrights.” Jd. 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 Genie indicates that its
audiovisual display must be fixed. We understand Nintendo’s
argument; consumers clearly would not purchase the Game Genie
if its display was not “sufficiently permanent or stable to permit
it to be perceived. . . for a period of more than transitory
duration.” 17 U.S.C. § 101. But, Nintendo’s reliance on the
Copyright Act’s definition of “fixed” is misplaced. Nintendo’s
argument also proves too much; the existence of a market does
not, and cannot, determine conclusively whether a work is an
infringing derivative work. For example, although there is a
market for kaleidoscopes, it does not necessarily follow that
kaleidoscopes create unlawful derivative works when pointed at
protected artwork. The same can be said of countless other
products that enhance, but do not replace, copyrighted works.
Nintendo also argues that our analysis should focus
exclusively on the audiovisual displays created by the Game
Genie, i.e., that we should compare the altered displays to
Nintendo’s original displays. Nintendo emphasizes that
“*[aJudiovisual works’ are works that consist of a series of related
images . . . regardless of the nature of the material objects . . .
in which the works are embodied.” 17 U.S.C. § 101 (emphasis
added). The Copyright Act’s definition of “audiovisual works” is
inapposite; the only question before us is whether the audiovisual
A-27
displays created by the Game Genie are “derivative works.” The
Act does not similarly provide that a work can be a derivative
work regardless of the nature of the material objects in which the
work is embodied. A derivative work must incorporate a protected
work in some concrete or permanent form. We cannot ignore the
actual source of the Game Genie’s display.
Nintendo relies heavily on Midway Mfg. Co. v. Artic Int'l,
Inc. , 704 F.2d 1009 (7th Cir.), cert. denied, 464 U.S. 823 (1983).
Midway can be distinguished. The defendant in Midway, Artic
International, 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. Jd. 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 public. The Game Genie
does not physicaliy 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.” /d. 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 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
A-28
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 copyrighted 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 17
U.S.C. § 107 because the displays are a fair use of Nintendo’s
copyrighted displays. “whether a use of copyrighted material is a
‘fair use’ is a mixed question of law and fact. If the district court
found sufficient facts to evaluate each of the statutory factors, the
appellate court may decide whether defendants may claim the fair
use defense as a matter of law.” Abend v. MCA, Inc., 863 F.2d
1465, 1468 (9th Cir. 1988), aff'd sub nom. Stewart v. Abend, 495
U.S. 207 (1990).
Section 107 codifies the fair use defense:
A-29
In determining whether the use made of a work in any
particular case is a fair use the factors to be considered
shall include -
(1) the purpose and character of the use, including
whether such use is of a commercial nature or is for
nonprofit educational purposes;
(2) the nature of the copyrightec. work;
(3) the amount and substantiality of the portion used
in relation to the copyrighted work as a whole;
(4) the effect of the use upon the potential market
for or value of the copyrighted work.
The factors are nonexclusive, see Fisher v. Dees, 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 proper focus of the court’s inquiry: (1) Galoob or (2)
consumers who purchase and use the Game Genie. Nintendo’s
compiaint 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
A-30
court concluded that, “(bjecause the Game Genie Joes not create
a derivative 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 «nother party to infringe a copyright
unless the authorized conduct would itself be unlawful.
Nintendo disputes this conclusion. According 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 17 U.S.C. § 106], authorizing such
activity does not constitute copyright infringement.” 3 Nimmer on
Copyright § 12.04{A][3}[a], at 12-80 n.82.
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 valuable 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
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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 “[tJhe [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 section 107: “the factors to be
considered shall include . . . the nature of the copyrighted work.”
The argument also would make the fair use defense unavailable in
all cases of derivative works, including “criticism, comment, news
reporting, teaching . . . , scholarship, or research.” 17 U.S.C. §
107. A commentary that incorporated large portions of For Whom
the Bell Tolls for example, would be undeserving of fair use
protection because the incorporated portions would constitute an
unpublished derivative work. This cannot be the law.
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 E 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 emire work is
reproduced does not have its ordinary effect of militating against
a finding of fair use.” 464 U.S. at 449-50 (citations omitted).
Consumezs are 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
i
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comprised almost entirely of Nintendo’s copyrighted displays does
not militate against a finding of fair use.
Nintundo 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
copy 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 denouements
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 § 13.0S[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 Genw
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).
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Nintendo’s argument is supported by case law. Although the
Copyright Act requires a court to consider “the effect of the use
upon the potential market for or value of the copyrighted work,”
17 U.S.C. § 107(4) (emphasis added), we held in Abend that
“[a]lthough the motion picture will have no adverse effect on
bookstore sales of the [underlying] novel - and may in fact have
a beneficial effect - it is ’clear that [the film’s producer] may not
invoke the defense of fair use.’” 863 F.2d at 1482 (quoting 3
Nimmer on Copyright § 13.05[B], at 13-84). We explained: “’If
the defendant’s work adversely affects the value of any of the
rights in the copyrighted work... the use is not fair even if the
rights thus affected have not as yet been exercised by the
plaintiff.’” Jd. (quoting 3 Nimmer on Copyright § 13.05[B], at 13-
84 to 13-85 (footnotes omitted)). The Supreme Court specifically
affirmed our finding that the motion picture adaptation “impinged
on the ability to market new versions of the story.” Stewart, 495
U.S. at 238.
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 show the reasonable likelihood of such
a market.” Jd. 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
also testified that a new game must include new material or “the
game player is going to feel very cheated and robbed, and [the]
product will have a bad reputation and word of mouth will
probably kill its sales.” Howard Lincoln, Senior Vice President of
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Nintendo of America, acknowledged that Nintendo has no present
plans to market such games.
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 position in various other lawsuits:
In those actions, Nintendo opposes antitrust claims by
using the vagaries of the video game industry to rebut
the impact and permanence of its market control, if any.
Having indoctrinated this Court as to the fast pace and
instability of the video game industry, Nintendo may not
now, without any data, redefine that market in its
request for the extraordinary remedy sought herein. . .
While board games may never die, good video games
are mortal.
Galoob, 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 wil! 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.
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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).
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IN THE UNITED STATES DISTRICT COURT
FOR THE NORTHERN DISTRICT OF CALIFORNIA
No.
LEwis GALOoB Toys, INC., C-90-1440 FMS
No.
Plaintiff (s), | | C-90-1586 FMS
VS.
NINTENDO OF AMERICA, INC.,
Defendant (s)."|_ MEMORANDUM
OF DECISION
AND RELATED AND
CONSOLIDATED ACTIONS (Filed
JULY 12 1991)
PEGS FRY IG TESTE AED IG BH RINNE LEN OM OE OS
INTRODUCTION
These two consolidated suits test the scope of copyright
protection for audio-visual games (video games). Nintendo of
America, Inc. (“Nintendo”) markets and sells home video games
harawa-e systems and compatible video game cartridges. The
audio-visual portions of the game cartridges in suit are protected
by registered copyrights held by Nintendo.
Lewis Galoob Toys, Inc. (“Galoob”) markets and sells toy
products. Galoob has a license to market a video game accessory
known as the Game Genie Video Game Enhancer (“Game
Genie”), which attaches to a video game cartridge and allows the
player to temporarily alter certain attributes of the video game. It
is sold for personal consumer use only, not for video game
arcades. The Game Genie does not create a separate copy of the
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original video game, does not make permanent changes to the
original game work, and can only be used when attached to the
original game.
Nintendo contends that the Game Genie creates a derivative
work as defined in 17 U.S.C. § 101, and that Galoob is therefore
either a direct c. contributory infringer of Nintendo’s copyrights
in the original video games in suit.
For the reasons set forth below, the Court finds to the
contrary and vacates the pending preliminary injunction forthwith.
SUMMARY OF RULINGS
This case has included one and one-half years of litigation, a
two-week trial, and extensive briefing of all issues, both pre- and
post-trial. After careful consideration of the evidence and briefing
submitted by both sides, and for the reasons set forth below, this
Court rules as follows:
1) Use of the Game Genie by consumers to temporarily alter
copyrighted video games for their own enjoyment does not create
a derivative work under 17 U.S.C. § 101. Because the consumers
are not direct infringers, Galoob is not a contributory infringer.
2) In the alternative, even if the Game Genie did create a
derivative product, the doctrine of “fair use” enables consumers
to use the Game Genie for their personal enjoyment, 17 U.S.C. §
107, and therefore allows Galoob to sell it.
3) Galoob’s use of copyrighted video games for purposes of
testing or marketing the Game Genie does not violate any of
Nintendo’s rights under the Copyright Act.
AP GORDO LISE LY SINS DIMEN SDS IPE ELST IES ORNS PE ELL A EIEN D INGEN
Sern
an ae
AML eT A HASEENO NTL 5 EIA REE NAN LINE AUG BIOS RY RMB IDI ae
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4) On this record, injunctive relief is not appropriate for
either side.
PROCEDURAL BACKGROUND
On May 17, 1990, Galoob filed « complaint for declaratory
relief against Nintendo, seeking a declaratory judgment that the
Game Genie does not violate or contribute to the violation of any
of Nintendo’s video game copyrights. Galoob also sought an
injunction prohibiting Nintendo from interfering with the
marketing of the Game Genie, and permanently enjoining
Nintendo from modifying the Nintendo Entertainment System
(“NES”) in order to make it incompatible with the Game Genie.
Nintendo responded by filing its own complaint for an
injunction prohibiting Galoob from all facets of marketing the
Game Genie, on the grounds that it contributorily infringed
Nintendo’s registered copyrights in various video games. Nintendo
also claimed violation of the trademark laws.
On July 2, 1990, this Court (per Schnacke, J.) issued a
preliminary injunction in favor of Nintendo; the injunction was
affirmed by the United States Court of Appeals for the Ninth
Circuit on February 27, 1991.
Both actions were transferred on July 6, 1990 to the
undersigned, who consolidated them and held a bench trial on the
sole issue of whether or not the Game Genie infringes any of
Nintendo’s copyrights. Nintendo claims that Galoob has wilfully
and deliberately infringed, both directly and contributorily,
Nintendo’s copyrights in its audio-visual game cartridges. Galoob
seeks a declaration that use of the Game Genie by individuals in
their own homes does not constitute infringement of Nintendo’s
copyrights, and that Galoob’s marketing, distribution, and sale of
a
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the Game Genie is therefore not contributory infringement of those
copyrights. In addition, Galoob seeks a declaration that its own
use of the Game Genie for testing and marketing purposes does
not constitute direct infringement.
PARTIES
Galoob is a corporation organized and existing under the laws
of Delaware, with its principal place of business in South San
Francisco, California. Nintendo is a Washington state corporation,
with its principal place of business at Redmond, Washington, and
is a wholly owned subsidiary of Nintendo Company, Ltd., of
Japan. Galoob and Nintendo are the only two parties to these
consolidated actions. No individual consumers of the Game Genie
have been named as defendants, although it is their use of the
Game Genie that allegedly constitutes the primary infringing
activity.
JURISDICTION AND VENUE
This civil action arises under the Copyright Act, as amended
17 U.S.C. § 101 et seq.; the Lanham Act, 15 U.S.C. § 1051 et
seq.; and California law. This Court has subject matter jurisdiction
pursuant to 17 U.S.C. § 501; 15 U.S.C. § 112i; and 28 U.S.C.
§ 1331, 1332, and 1338.
Venue is proper in this district pursuant to 28 U.S.C. § 1391
and 1400(a).
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FINDINGS OF FACT AND CONCLUSIONS OF LAW
I. PRODUCTS
This suit involves the interplay of three products, the
Nintendo Entertainment System, Nintendo copyrighted video
games and the Game Genie.
A. The Nintendo Entertainment System
Nintendo markets and sells video game hardware systems.
The system is known as the Nintendo Entertainment System
(“NES”) and is designed for playing video games in the home.
Nintendo has sold in excess of 25,000,000 of these systems in the
United States. Nintendo also markets and sells video game
cartridges, and licenses third parties to market and sell video
games which are compatible with Nintendo’s hardware. The video
games are displayed on a home television.
The NES includes a microprocessor-based console, the
“control deck,” which houses two processing units: the central
processing unit (“CPU”), which controls the overall operation of
the system, and the picture processing unit (“PPU”), which
generates the pictures for display on the television. The control
deck is connected to the television.
B. Video Games
The video games which may be played on the NES control
deck are both audio-visual works and computer programs. The
audio-visual works and game programs are permanently stored on
ROMs (i.e., Read Only Memory chips) contained in game
cartridges.
A-41
Nintendo owns valid and subsisting registered copyrights in
the audio-visual programs contained in many of its video games,
including those in suit.
Each game typically has a theme and a goal. For example, a
game might consist of the main character’s attempt to obtain a
certain level of points before he is defeated by hostile forces.’ In
an attempt to reach that point goal, he has a certain number of
chances (“lives”) in which to [sic] must overcome obstacles, battle
adversaries, and travel through various levels (“worlds”). Each
time he overcomes an obstacle or reaches a new world, additional
points are added to the score. On the other hand, each time he is
defeated by a villain and/or obstacle, he loses a chance or life. If
he loses all of his lives before obtaining a certain number of
points, the game ends, and he must start again.
More than 500 different video games have been produced and
offered for sale for use with the NES Control Deck. In addition to
those owned and copyrighted directly by Nintendo, hundreds of
games have been produced by some 71 other companies. Sixty-
three of the non-Nintendo producers of video games have licenses
from Nintendo, and an additional eight do not.
Players can buy various devices (“interactive devices”) which
connect to the NES control deck and allow the player to influence
various aspects of the game being played. Changes include
speeding up certain aspects of the game, skipping one or more
levels of play, etc. Interactive devices which may be used with the
NES control deck include devices marketed as the “Control Pad,”
“NES Advantage,” “Power Glove,” “NES Max,” and “Turbo
Blaster.” Light guns may also be used by players for playing
male.
For reasons that remain obscure, the protagonists are generally
A-42
certain games. Nintendo markets and sells, or licenses others to
sell, such interactive devices for use with the NES control deck.
The NES video game cartridges contain two separate
memories: one memory (the “program memory”) is connected to
the CPU when the game cartridge is physically inserted into the
control deck; the other memory (the “character memory”) is
connected to the PPU when the game cartridge is physically
inserted into the control deck.
In order to play an NES video game, the player inserts a
game cartridge into the control deck. The player begins game play
and interacts with the video game by manipulating buttons on the
standard controller, which is sold with the NES and which attaches
to the control deck.
The game’s action is performed on the television screen.
Players use the controller (which contains a four-way control pad,
for directional control, and four other buttons labeled “start,”
“select,” “A” and “B”) to guide the actions of “their” character
in an attempt to reach the game’s goal, as described earlier.
The copyrights allegedly infringed in this suit are for the
audio-visual portion of the video game cartridges manufactured by
Nintendo. The games are only compatible for play on the NES;
they have a retail list price of approximately $40 to $50 each.
C. The Game Genie
Galoob is in the business of marketing and selling toy
products in the United States. Galoob obtained a license to market
the Game Genie from Codemasters Software Co., Ltd., a United
Kingdom corporation, and Camerica, Ltd., a Canadian
corporation. The Game Genie, the accused product, allows players
A-43
to alter certain attributes of video games, in ways similar to the
interactive devices and published codes described supra at 7-8 and
infra at 35.
The Game Genie can function in combination with any NES-
compatible game cartridge. Six licensed producers of copyrighted
Nintendo-compatible games, as well as Nintendo itself, are known
to object to the use of the Game Genie with their copyrighted
games. It is not known whether the nontestifying Nintendo-
licensees or the eight nonlicensed producers of NES-compatible
games object or consent to the use of the Game Genie with their
copyrighted games, nor is it known how many of the games of
Nintendo licensees or nonlicensee producers have registered
copyrights.
At this time, the Game Genie is configured both electronically
and physically to plug into NES control decks and NES-compatible
video game cartridges only; it has no other use.
The Game Genie is designed to fit between the NES control
deck and NES-compatible video game cartridges. When a Game
Genie is used (i.e., when a game cartridge has been attached to a
Game Genie and the Game Genie is then inserted into a control
deck), it has two modes of operation: a programming or “set-up”
mode, and a game play mode.
If une game cartridge is detached from the Game Genie during
operation, all audio-visual displays of the game cease. Likewise,
if a game cartridge inserted into a control deck without the Game
Genie is removed from the control deck, all game audio-visual
displays cease. The Game Genie cannot be used unless it is
physically attached to a video game cartridge and then inserted
into an NES control deck.
A-44
During the Game Genie’s set-up mode, a display appears on
the television screen and the player is presented With the choice of
entering from one to three codes into the Game Genie. Each code
can be six to eight letters in length, and each letter may be chosen
from among sixteen available letters of the alphabet. Although
there are billions of possible codes, a maximum of three codes can
be entered for any single play of a game. When code selection is
complete, the player presses the “select” button on the controller,
the set-up mode screens display disappears, and the Game Genie
shifts into its “game play mode.” In this mode, the game begins,
and the player plays the game with the alterations allowed by the
Game Genie codes the player has entered. If no code has been
entered, the Game Genie has no influence on game play, and the
game plays exactly as it would if no Game Genie were attached.”
If the game player inputs one, two, or three codes into the
Game Genie, each entered code causes the CPU to receive
different data than it would if the Game Genie were not attached
and activated by the game player.
* The Game Genie interprets each of the codes a player selects to
refer to a particular "address" in the game cartridge program ROM and
the data that are stored there. As the game proceeds, the CPU inquiries
that are directed to the game cartridge’s program ROM pass through the
Game Genie. If an inquiry is directed to an address that matches one of
the codes the player has selected, the Game Genie substitutes the data it
has stored for the data that the game cartridge would otherwise transmit
to the CPU. (For example, assume the CPU asks for the initial number
of lives and the game cartridge has the number "three" at the address
corresponding to initial "lives." If the player has selected a code for six
lives, the Game Genie would substitute data signifying six lives and send
that data to the CPU.)
Each Game Genie code can substitute only a single byte of data
at a single address. Thus, of the million or so inquiries per second that
the CPU directs to the game cartridge, the Game Genie can interrupt and
change relatively few.
A-45
Galoob has prepared a booklet intended to be distributed with
the Game Genie entitled “Programming Manual and Code Book”
(“Code Book”). The Game Genie Code Book instructions
expressly encourage players to alter listed codes and to create
various effects by programming their own codes. The effects of all
codes, whether devised by Galoob or by the players themselves,
are temporary in nature, and will last only until the player unplugs
the game or resets in order to start a new game.
There are approximately 1,660 listed codes in the Game
Genie code book, allowing various categories of temporary
changes to be created with the use of the Game Genie. Some
permit the player to choose where to begin the game, i.e. at a
higher level of the game rather than at the beginning. Other codes
allow the player to increase or decrease the number of chances the
player has to complete the game or the amount of time in which
those chances can be exercised. Others allow a player to advance
more quickly through the game by skipping certain obstacles.’
The Game Genie cannot be used to play or do anything unless
a separate game cartridge is also used. It can neither substitute for
an NES game cartridge, nor can it reproduce or copy an
independent version of the game. The effects of the Game Genie
last only for the temporal period in which a particular sequence of
play continues. Its effects vanish as the player ends a sequence of
play by disconnecting the power to the game or by resetting and
starting over. The Game Genie codes cannot change the plot,
theme, or characters of any game. The vast majority of the Game
Genie codes alter the rules of the game or method of play. See
infra at 18-19.
> Such effects are paralleled by Nintendo's hardware, pass-words, and
"secrets," discussed infra at 35.
A-46
The Game Genie is marketed for use by consumers as an
accessory to their home video system. It is not intended to be used
in connection with any public performance of a video game, e.g.
in an arcade setting. Cf Midway Mfg. Co. v. Artic Int’l. Inc. , 704
F.2d 1009 (7th Cir. 1983), cert. denied, 464 U.S. 823 (1983). No
evidence was presented of any such actual or potential public
performance.
Il. SCOPE OF COPYRIGHT PROTECTION
Article I, Section 8, of the Constitution provides: “The
Congress shall have Power . . . To promote the Progress of
Science and useful Arts by securing for limited Times to Authors
and Investors the exclusive Right to their respective Writings and
Discoveries.” As new technological developments have occurred,
Congress has responded by fashioning new rules of copyright.
Copyright protection is statutory, and the judiciary has shown
a general reluctance to expand those protections, absent explicit
legislative guidance. See, e.g., Teleprompter Corp. v. Columbia
Broadcasting System, Inc., 415 U.S. 394, 414 (1974). While there
are sound historical and policy reasons for this consistent
deference to Congress, Congress cannot immediately respond to
each invention that hits the market. The courts must therefore use
their best judgment to construe the meaning of certain words
consistent with Congressional intent. Sony Corp. v. Universal City
Studios, Inc., 464 U.S. 417, 456 (1984).
Copyright protection does not accord a copyright owner
complete control over all possible uses of the protected work. As
stated in Sony, 464 U.S. at 429:
The monopoly privileges that Congress may authorize
are neither unlimited nor primarily designed to provide
A-47
a special private benefit. Rather, the limited grant is a
means by which an important public purpose may be
achieved. It is intended to motivate the creative activity
of authors and inventors by the provision of a special
reward, and to allow the public access to the products of
their genius after the limited period of exclusive control
has expired.
Congress appears to have made reward to Nintendo a
consideration of the copyright law, but not the only one.
A. Derivative works
The Copyright Act gives the holder exclusive rights to use
and authorize the use of the work in five qualified ways, including
the preparation of derivative works based upon the copyrighted
work. 17 U.S.C. § 106(2). Nintendo alleges that the Game Genie
is a derivative work. This Court does not agree.
Section 101 of the 1976 Copyright Act defines a derivative
work as “a work based upon one or more preexisting works such
as a translation, musical arrangement, dramatization,
fictionalization, motion picture version, sound recording, art
reproduction, abridgement, condensation, or amy other form in
which a work may be recast, transformed, or adapted” (emphasis
added).
Nintendo relies heavily on Midway Mfg. Co. v. Artic Int’l.,
Inc., 704 F.2d 1009 (7th Cir. 1983), cert. denied, 464 U.S. 823
(1983) in claiming that the Game Genie is a derivative work. That
reliance is misplaced. As Midway noted, “It is not obvious from
[the language of section 101] whether a speeded up video game is
a derivative work.” Jd. at 1014. If it was doubtful as to whether
or not the product in that case was a derivative work, the
uncertainty is far greater regarding the Game Genie. In Midway,
ee oe ee aon ee a re
A-48
the allegedly infringing product was a printed circuit board which
could be used to speed up the rate of play - how fast the sounds
and images changed - of one of plaintiff's video games
(“Galaxian”), licensed for use in a play-for-pay arcade setting.
Under those circumstances, the Seventh Circuit found that
speeding up that specific game increased the licensee’s revenue by
making the game more challenging and decreasing the time it took
to complete a game, i.e., more games could be played in a given
time period, generating more income for the licensee.
Acknowledging that the copyright owners of that video game
would be anxious to obtain that extra revenue, the court found that
commercial licensees were not implicitly authorized to use the
speeded up circuit boards; therefore, the suppliers of those circuit
boards contributorily infringed because the speeded version of the
game was a derivative work. 704 F.2d at 1014.
Based on those facts, Midway held that the “amount by which
the language of section 101 must be stretched to accommodate
speeded up video games is . . . within the limits with which
Congress wanted the new act to operate.” /d., (emphasis added).
The result appeared to be based on the equities of that situation.
Under those facts, the court was willing to “stretch” the acceptable
definition of a derivaiive work. Midway’s result, if not its analysis,
appears to have turned on the fact that the licensee arcade owner,
not the copyright holder, was making money from the public
performance of the altered game, a violation of section 106(4)
(copyright holder has exclusive right “to perform the copyrighted
work publicly”).*
The alleged infringer in this case is not a commercial
licensee, but rather a consumer utilizing the Game Genie for
* This Court expresses no view as to whether commercial arcade use
of the Game Genie would be an unauthorized showing under section 106.
A-49
noncommercial, private enjoyment. Such use neither generates a
fixed transferable copy of the work, nor exhibits or performs the
work for commercial gain. See §§102, 106(4).
Whether or not video games modified by the Game Genie
constitute derivative works is a difficult question. Viewing the
Copyright Act as a whole, however, and considering the policies
behind tha. Act, this Court concludes that inherent in the concept
of a “derivative work” is the ability for that work to exist on its
own, fixed and transferable from the original work, i.e., having
a separate “form”. See § 101 (derivative work definition). The
Game Genie does not meet that definition.
As explained supra, a Game Genie allows a player to choose
one to three modifications in the rules of a game, during a limited
sequence of play. Once the Game Genie and its attached game
cartridge are disconnected from the NES, or the power is turned
off, those changes disappear and the video game reverts to its
original form. No independent, fixed work is created.
In construing the phrase “derivative work” in light of
technological change which has rendered its literal meaning
ambiguous, the Court looks to the “basic purpose” of the
Copyright Act - balancing a fair return on an author’s creative
labor against the need for “broad public availability of literature,
music, and the other arts.” Twentieth Century Music Corp. v.
Aiken, 422 U.S. 151, 156 (1975). The Game Genie is a tool by
which the consumer may temporarily modify the way in which to
play a video game, legally obtained at market price. Any
modification is for the consumer’s own enjoyment in the privacy
of the home. Such a process is analogous in purpose, if not in
technology, to skipping portions of a book, learning to speed read,
fast-forwarding a video tape one has purchased in order to skip
portions one chooses not to see, or using slow motion for the
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opposite reasons. None of those practices permanently modifies or
alters the original work, none produces a separate work which can
then be transferred in any way, none replaces the original work,
and none deprives the copyright holder of current or expected
revenue.
Both parties agree that it is acceptable, under the copyright
laws, for a noncopyright holder to publish a book of instructions
on how to modify the rules and/or method of play of a
copyrighted game. Once having purchased, for example, a
copyrighted board game, a consumer is free to take the board
home and modify the game in any way the consumer chooses,
whether or not the method used comports with the copyright
holder’s intent. The copyright holder, having received expected
value, has no further control over the consumer’s private
enjoyment of that game.
Because of the technology involved, owners of video games
are less able to experiment with or change the method of play,
absent an electronic accessory such as the Game Genie. This
Should not mean that holders of copyrighted video games are
entitled to broader protections or monopoly rights than holders of
other types of copyrighted games, simply because a more
sophisticated technology is involved. Having paid Nintendo a fair
return, the consumer may experiment with the product and create
new variations of play, for personal enjoyment, with-out creating
a derivative work. Cf. Midway, 704 F.2d at 1013-14 (arcade use
is a derivative work, because “[vJideo game copyright owners
would like to lay their hands on some of that extra revenue”).
For these reasons, this Court finds that the Game Genie does
not create a derivative work protected by the copyright laws.
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B. Fair use.
Had the Court found that the Game Genie was a derivative
work, Galoob would still be exempt from liability under the
doctrine of “fair use.” In making this finding, the Court has relied
extensively on Sony v. Universal, supra, as well as the trial court’s
opinion in that matter.
As the Supreme Court stated in Sony, “[aJny individual may
reproduce a copyrighted work for a ’fair use’; the copyright owner
does not possess the exclusive right to such a use.” 464 U.S. at
433. “The doctrine of fair use allows a holder of the privilege to
use copyrighted material in a reasonable manner without the
consent of the copyright owner.” Narell v. Freeman, 872 F.2d
907, 913 (9th Cir. 1989). Determination of fair use requires
analysis under an “equitable rule of reason.” Sony, at 464 U.S. at
448 (quoting H.R. Rep. No. 94-1467, reprinted in 1976 U.S.
Code Cong. & Admin. News at 5679}. “The copyright law, like
the patent statutes, makes reward to the owner a secondary
consideration.” Sony, 464 U.S. at 429 (quoting Fox Film Corp. v.
Doyal, 286 U.S. 123, 127 (1932)).
Sony - the only pronouncement by the Supreme Court on fair
use in the contributory infringement context - involved facts
analogous to those here. In Sony, holders of copyrights for certain
television programs sued the manufacturer of the Betamax video
tape recorder (video cassette recorder, or VCR) for contributory
infringement. Those copyright holders (like Nintendo) sought to
enjoin Sony (like Galoob) from manufacturing and selling an
electronic device, claiming that purchasers of that device were
using it to infringe copyrights. One use of the device was
recording unauthorized copies of copyrighted television programs
to “time shift” on-the-air broadcasts. The Supreme Court found
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the consumers’ use of Sony’s product for time shifting purposes
to be a “fair use” of the copyrighted programs.
Fair use is a privilege against a direct infringement claim (17
U.S.C. §107), and is a privilege held in the first instance by the
alleged direct infringer - i.e., by the person playing the video
game. Just as application of the fair use doctrine in Sony resulted
in substantial economic gain for Sony and other VCR
manufacturers, the fair use doctrine applied to this case will
benefit Galoob. Sony makes clear, however, that it is the fairness
of the family’s use of its video game, not some evaluation of the
commercial “fairness” of Galoob’s product, that must guide the
Court’s analysis.
In examining the fairness of the family’s use, the Court is
guided statutorily by 17 U.S.C. §107, through which Congress,
in 1976, codified the common law doctrine of fair use.’ Section
107 enumerates four non-exclusive “factors to be considered” in
assessing fair use; they are intended to guide but not to limit
analysis. H.R. Rep. No. 94-1476 at 5680: see also Harper & Row
Publishers, 471 U.S. at 539, 560 (1985) (four factors “not meant
to be exclusive”). In determining whether the use made of a work
in any particular case is a fair use, the factors to be considered
shall include:
(1) the purpose and character of the use, including whether
such use is of a commercial nature or is for nonprofit educational
purposes;
* That statute was merely "intended to restate the present judicial
doctrine of fair use, not to change, narrow or enlarge it in any way."
H.R. Rep. No. 94-1476, supra, at 5680. Congress had "no disposition
to freeze the doctrine in the statute, especially during a period of rapid
technological change." /d.
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(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.
1. The First Factor: A Family’s “Non-Commercial”
Home Use Of Its Video Games Creates A Presumption
Of Fair Use.
The first factor is “the purpose and character off the use,
including whether such use is of a commercial nature or is for
nonprofit purposes.” 17 U.S.C. §107(1). If the consumer were
making a commercial or profit-making use of the copyrighted
work, that use would be presumptively unfair. Sony, 464 U.S. at
449. “The contrary presumption is appropriate here, however, ...
because time-shifting for private home use must be characterized
as a non-commercial, nonprofit activity.” Sony, 464 U.S. at 449.
Likewise, a family’s use of a Game Genie for private home
enjoyment must be characterized as a non-commercial, nonprofit
activity. The game owner is simply playing the game purchased
for personal enjoyment, not exploiting the game in some
commercial venture. The first factor therefore establishes a
presumption of fair use, which could be overcome only by
Nintendo’s direct proof of injury.°
* Although Nintendo emphasized the "productive use” doctrine, Sony
minimized the importance of that doctrine by reversing the Ninth
Circuit's conclusion that time-shifting “was not a fair use because it was
not a ‘productive use.’" Sony 464 U.S. at 427; see also Fisher,
Reconstructing The Fair Use Doctrine, 101 Harv. L. Rev. 1661, 1684
(1988) ("The most drematic change wrought by Sony and Harper & Row
in the fair use doctrine was the subordination of the idea of
productivity”).
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The Midway decision does not analyze the commercial use of
such products vis-a-vis private home use. By contrast, this Court
finds a convincing and persuasive analogy in the trial court’s
analysis of legislative intent in Universal City Studios v. Sony
Corp. of America, 480 F. Supp. 429 (C.D. Cal. 1979). That
court, in discussing whether or not home recording of copyrighted
works violated the Copyright Act, quoted the following from the
House Report accompanying the 1971 Amendment:
“Specifically, it is not the intention of the Committee to
restrain the home recording, from broadcasts or from tapes or
records, of recorded performances, where the home recording is
for private use and with no purpose of reproducing or otherwise
capitalizing commercially on it.” H. Rep. No. 487, 92nd Cong.,
First Sess. 7, reprinted in 1971 U.S. Code Cong. & Admin. News
at 1566-1572.
Further citations to the Congressional Record acknowledged
a reluctance to interpret or enforce the Copyright Act by carrying
copyright protection into the home or by banning devices for off-
the-air recording. /d., at 445. While the Game Genie is a different
device than a video home recorder, it involves the same policy
decision, i.e., whether Congress wishes to Carry copyright
enforcement into the home.
2. The Second Factor: The Published “Nature” Of Video
Games Supports Fair Use.
The second factor considers “the nature of the copyrighted
work.” 17 U.S.C. §107(2). The courts have traditionally inquired
whether the work is published, with unpublished works gaining
more protection. 3 Nimmer §13.05[A][2], at 13-75 to 13-79. “The
fact that a work is unpublished is a critical element of its ’nature’”
Suggesting that pre-publication exploitation of the work would be
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A-55
unfair. Harper & Row, 471 U.S. at 564 (unfair to scoop key
excerpts of unpublished manuscript without author’s consent). By
contrast, Nintendo has already published millions of copies of its
games to anyone willing to pay the purchase price. Only after
acquiring a published copy of the game may its owner use it in
combination with the Game Genie. The works’ published nature
supports the fairness of the use.
3. The Third Factor: Because Game Owners Have The
Right To Use The Games They Purchase, Their Use
Does Not Weigh Against Fair Use.
The third factor in the fair use analysis is the “amount and
substantiality of the portion used in relation to the copyrighted
work as a whole.” 17 U.S.C. §107(3). Again, the Sony decision
is dispositive. Sony recognized that the reproduction of an entire
work ordinarily weighs against the claim of fair use. 464 U.S. at
450. In Sony, however, because the VCR owner “had been invited
to witness [the television program] 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.” Jd. at
449. Likewise, in this action a game owner who has fairly
acquired a Nintendo game has a right to use the entire work. The
game owner’s rights are equal to, if not greater than, those of the
user in Sony, who did not pay for the product being used. Because
the game owner is entitled to use the entire work, no matter what
the “amount and substantiality” of his use, the third factor cannot
assist Nintendo in overcoming the presumption of fair use.
4. The Fourth Factor: Nintendo Has Not Proven Harm
The last and “undoubtedly the singie most important” factor
is the “effect of the use upon the potential market for or value of
the copyrighted work.” Harper & Row, 471 U.S. at 566; 17
U.S.C. §107(4). To defeat fair use under this factor “requires
A-56
proof either that the particular use is harmful, or that if it should
become widespread, it would adversely affect the potential market
for the ceryrighted work.” Sony, 464 U.S. at 451.
Nintendo bears the burden of proving that these particular
uses will have an adverse effect on the market for the copyrighted
Nintendo games. Sony, 464 U.S. at 451. It has not met that
burden, for the reasons explained below.
a. Nintendo Has Not Shown That The Game Genie
Supplants, Rather Than Suppresses, The Market
For The Copyrighted Works.
The fourth fair use factor looks primarily to whether a use
“supplants any part of the normal market for a copyrighted work.”
H.R. Rep. No. 83, 90th Congress, Ist Sess. 33, 35 (1967), as
quoted in Marcus v. Rowley, 695 F.2d 1171, 1177 (9th Cir.
1983). Nintendo cannot demonstrate that use of the Game Genie
“fulfills the demand for the originals of the copyrighted games at
issue. Fisher v. Dees, 794 F.2d 432, 438 (9th Cir. 1986)
(emphasis in original). Widespread use of the Game Genie cannot
supplant the market for the games in suit. The Game Genie cannot
operate without a game cartridge. Significantly, Nintendo does not
contend that families will buy fewer new games because they are
using their Game Genie with old ones. The Game Genie does not
compete for sales with the original copyrighted works for which
Nintendo claims infringement.
Nintendo’s claim is that the Game Genie will indirectly harm
its overall market because it will make people enjoy their games
less, and thereby generally reduce demand for Nintendo’s
copyrighted games. Nintendo had the burden of proof on that issue
and failed to meet it.
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A fair use will frequently suppress demand for a work, but as
long as it does so without supplanting demand, the indirect
detrimental effect on the market is not the subject of copyright
protection. An obvious example is an unfavorable book or movie
review containing quotations from the copyrighted work, along
with criticism which may suppress demand. This capacity to injure
does not impede a finding of fair.use. See Fisher v. Dees, 794
F.2d at 438. Another example is a parody, which “may quite
legitimately aim at garroting the original, destroying it
commercially as well as artistically.” Jd. at 437. As the Ninth
Circuit holds, however, “the economic effect of [the use] with
which we are concerned is not its potential to destroy or diminish
the market for the original - any bad review can have that effect -
but rather whether it fulfills the demand for the original. Biting
criticism suppresses demand; copyright infringement usurps it.”
Id. at 438 (emphasis in original).
The Second Circuit applied this principle in Consumers Union
of U.S. Inc. v. General Signal Corp., 724 F.2d 1044 (2d Cir.
1983), cert. denied 469 U.S. 823 (1984). There, defendant’s
advertisements quoted the favorable rating of its product by
Consumer Reports, a copyrighted magazine. In an argument
reminiscent of Nintendo’s claim that it will lose “goodwill” as a
result of the Game Genie, Consumer Reports alleged that the value
of its magazine was diminished because its reputation for
independence would suffer as a result of being perceived as
endorsing defendant’s product. The Second Circuit rejected
plaintiff's argument in no uncertain terms:
The Copyright Act was not designed to prevent such
indirect negative effects of copying. The fourth factor is
aimed at the copier who attempts to usurp the demand
for the original work. The copyright laws are intended
to prevent copiers from taking the owner’s intellectual
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property, and are not aimed at recompensing damages
which may flow indirectly from copying.
724 F.2d at 1051 (citations omitted).
Nintendo argues that its market may be affected by
Suppression of demand rather than supplanting of it. That injury,
even if it were likely, does not defeat fair use.
b. Nintendo Has Not Shown Any Injury To The
Relevant Market For The Copyrighted Works.
Nintendo has likewise failed to prove an adverse effect on the
relevant market for the copyrighted works at issue. Most of
Nintendo’s original copyrighted works are no longer on the
market, including the vast majority for which the Galoob Code
Book lists codes. The Game Genie cannot affect sales of products
no longer available.’
Nintendo also seeks relief for harm that may occur in the
future, on the grounds that the Game Genie may decrease demand
for sequels or slightly altered versions of Nintendo games.
Nintendo has not, to date, issued or considered issuing altered
versions of existing games. Nintendo argues, however, that should
such a market develop within the copyright period, it is entitled to
decide if such games are appropriate and to reap the resulting
revenues. In theory, Nintendo is correct; however, it has failed to
show the reasonable likelihood of such a market. Nintendo’s video
games are expensive toys; each retails in the $40 to $50 range.
There is neither evidence nor reason to believe that a consumer
” Furthermore, even if the Game Genie published code books for up-
to-the-minute games, Nintendo has not shown that consumers would be
less likely to buy the games simply because code books for current games
were available.
re ee
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who owns the original game would invest a similar amount in a
slight variation thereof.
In addition, Nintendo’s assertion that it may wish to re-release
altered versions of the games in suit 10, 20 or 30 years from now
(much as Parker Brothers recently did with “Monopoly”) is at
odds with the position taken by Nintendo in various other lawsuits
pending before this Court. 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. 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. While good board
games may never die, good video games are mortal.
c. Nintendo Has Not Shown That Any Uses Of The
Game Genie Would Have A Deleterious Effect On
Sales.
The only empirical evidence of market reaction to the Game
Genie is the Canadian study, which indicates that the Game Genie
will enhance, not detract from, Nintendo’s sales. See Sony, 464
U.S. at 423-24, 452-53, n.36-37 (relying on consumer survey to
determine market impact). During February of this year, 6 months
after introduction of the Genie in Canada, a market research firm
polled 300 Canadian owners of the Game Genie, aged 8 or older.
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The survey failed to reveal any detrimental effect to the Nintendo
market. *®
Nintendo objected to the survey on various grounds, including
the fact that Canadians, not Americans, were polled. Nintendo’s
criticisms go to the weight of the survey, not its admissibility.
Nintendo offered no meaningful evidence that consumer research
in the United States is performed differently from that conducted
in Canada, or that consumers who play video games in the United
States have different tastes or attitudes than do video game players
in Canada. Nintendo has access to its own sales data for the nine
months Game Genie has been on sale in Canada. Nevertheless, it
produced neither statistical evidence of lost sales nor any Canadian
retailer testimony of adverse impact from Game Genie on the
demand for Nintendo games. The Court is influenced by
Nintendo’s failure to proffer any empirical evidence of a negative
market impact or potential impact from the Game Genie. The only
reasonable inference for the trier of fact is that no such impact
exists.
Nintendo failed to take advantage of other opportunities to
show lost sales. For instance, Nintendo uses ongoing focus groups
as part of its continuing marketing and quality control. It could
have used those groups to test the effect of Game Genie use on
attitudes about Nintendo games. It did not. Since Nintendo had the
* 72% of the respondents believe that the Game Genie makes video
games more fun. 45% enjoy playing their games morc than before they
had a Game Genie, 53% enjoy their games the same, only 2% enjoy
their games less. |
52% are more interested in buying new video games since they have had
the Game Genie, and only 2% are less interested.
29% of the respondents play their Nintendo games more often than
before they had a Game Genie, 67% play their games the same amount,
and only 4% play their games less often.
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incentive, opportunity and ability to proffer such evidence, its
failure to do so gives rise to the contrary inference, i.e., that there
are no material differences between the Canadian and American
markets, and that the Game Genie has had no detrimental impact
on Nintendo’s sales in Canada.
Galoob’s evidence on sales was persuasive. In additional [sic]
to the survey data, Galoob proffered expert testimony from Glenn
Rubenstein, a member of Nintendo’s “target” market (males
between 8 and 14 years old). He has been a serious player of
video games for several years and spends as many as 30 hours per
week with this avocation. He has written numerous magazine and
newspaper articles critiquing variouS video games, including
Nintendo’s. Rubenstein’s opinion is that the Game Genie would
encourage rather than discourage enthusiasm over video games in
general, because it allows players to explore new ways of playing
a game, thereby making the game more accessible to players of
differing abilities. This would likely increase the use of a video
game in a multi-player family, providing more value per consumer
dollar. The Court found his testimony more convincing than that
of Nintendo’s employees and experts.
For these reasons, the Court is unconvinced that the Game
Genie will decrease Nintendo’s sales.
d. Harm To The Nintendo Culture Is Not Cognizable
Under Copyright Law.
Nintendo’s main objection to and claimed damage from the
Game Genie is the potential detriment to the “Nintendo Culture,”
a concept discussed at length by Nintendo’s attorneys and
witnesses. This culture, the apex of Nintendo’s marketing strategy,
is a mind-set intentionally created by Nintendo in its consumers.
Like most cults, fads or addictions, it thrives when fueled by
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A-62
constant peer pressure. Nintendo fears that, by allowing users to
change the rules of Nintendo games, the Game Genie will upset
the inculturation process that Nintendo has designed into its
products, thereby lessening the value of membership in “the
culture” and reducing product loyalty. Having rescued the video
game industry from the shambles of the early 1980’s, Nintendo
argues that it is now entitled to decide how its games should be
enjoyed, by whom, and under what circumstances, even after the
consumer has paid full price.
According to Nintendo, the Game Genie will harm the
Nintendo culture in two distinct ways. First, it argues that the use
of the Game Genie allows players to modify Nintendo’s carefully
crafted games in such a way that ultimate user satisfaction will be
diminished, leading to an over-all decline in the video game
industry. Nintendo called several witnesses, including its own
game designers and two behavior modification psychologists, each
of whom opined that 1) Nintendo’s games are designed to provide
ultimate satisfaction; 2) tampering with Nintendo’s design in any
way thwarts the “challenge of the game”, or its “playability” ,
thereby resulting in lesser enthusiasm for video games in general,
and Nintendo games in particular; and 3) this reduced enjoyment
may lead to the drastic decline in the video game market similar
to that which occurred in the early 1980’s, even if it does not
diminish revenue for the particular games in suit.? Neither the
” For instance, Nintendo’s expert Professor Gregory Loftus declared:
The majority of Nintendo’s players belong to a loose sodal
confederation that might collectively be called the ’Nintendo culture.’
This culture includes talking about Nintendo video games with friends,
comparing scores and achievements,... and getting high scores
published. The operation of the Nintendo culture rests entirely on the
games being challenging. . . .
Being part of the Nintendo culture would no longer be enjoyable or
meaningful, and sales of Nintendo video games would decline. ... Were
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Nintendo employees nor the behaviorists provided empirical data
upon which to support the claim that Nintendo is better able to
judge when a player is having fun than is the player herself.
There is no doubt that Nintendo revitalized the video game
industry, nor is there any doubt that it produces a carefully
controlled and well-made product which is impressively marketed.
Nevertheless, those achievements do not give Nintendo a right to
expand its copyright protection beyond that granted under the
copyright laws.
Moreover, Nintendo’s argument that any device that makes
game play easier will injure its market for video games is
undermined by its own behavior. It is significant that Nintendo
markets publications and devices that make similar modifications
available. For example, Nintendo publishes “passwords” enabling
game owners to start game play at different levels or worlds and
with different powers. Nintendo Power magazine” contains
“secret” codes which allow game owners to skip to portions of
games they enjoy, or to gain additional lives. Nintendo also
markets an interactive device called the “NES Advantage,” which
can substitute for the controller included with the standard
Nintendo system. Among the advantages that NES Advantage
provides are the options of slow motion play and extra fire power
to make game play easier. These are similar to options that Game
Game Genie use [sic] to become prevalent, the photographing of a
particular screen [to show a high score] would not be indicative of any
skill or achievement, and this socially-reinforcing practice would fall
by the wayside.
G. Loftus narr. stmnt at 3; see also P. Main narr. stmnt at 3; H. Lincoln
narr. stmnt at 17; H. Phillips narr. stmnt at 6.
'0 The magazine is copyrighted by Nintendo of America.
;
:
A-64
Genie makes available to players. The fact that Nintendo offers
consumers the ability to temporarily alter the images of their
games undercuts Nintendo’s arguments that such alterations are
likely to create disincentive for the purchase of additional video
games. If Nintendo believed this, it would not market accessories
which it feared would lead to the demise of its multibillion dollar
share of the video game industry."'
Nintendo has attempted to achieve in this litigation what it
could not achieve in the market - the “exclusive right to modify
game play as it alone sees fit and to maintain game play in its
original state.” Nintendo’s Reply Memo. In Supp. Prelim. Injunc.
at 17-18. This Court does not interpret the Copyright Act as
bestowing such broad monopoly powers. The Copyright Act
protects authorship, not market psychology.
5. Fair Use Summarized.
To summarize the four fair use factors, then, the non-
commercial nature of the player’s home use of the Game Genie
creates a presumption of fair use under Sony. The published nature
'' Indeed, Nintendo’s chief marketing officer, Peter Main, contradicts
the theory that Nintendo asserts in this case. In the analysis he presented
at a 1989 Nintendo sales meeting, Mr. Main stated:
Let's not forget that key category called accessories. Good accessories
are important for several reasons including . . . because they give
added value to our software by giving a NES player a whole new
experience and sense of game play when he replays a piece of software
with one of the accessor[ies]. And all that adds up to increased
consumer satisfaction which brings them back for more. Two of the
strongest performers in this regard are the Max and Advantage
controllers. .
Text of speech delivered at the 1989 SCES sales meeting, June 2, 1989,
Ex. G-364 (emphasis added).
A-65
of video games supports the fairness of a consumer’s transitory
alterations of those images. Because the game owner has the
indisputable right to use his or her entire game, the amount of his
or her use cannot weigh against fairness. Further, Nintendo has
failed, in three respects, to carry its burden to prove injury: It has
not shown that any use supplants demand for its works, that any
actual or reasonably likely market is injured, or that use of the
Game Genie in ways that arguably infringe Nintendo’s copyrights
would diminish the overall demand for Nintendo games. Lacking
proof that either actual or likely markets for the copyrighted works
are liable to be affected, Nintendo has failed to satisfy the fourth
fair use factor.
In short, even were the Court to find that the use of the Game
Genie allows players to produce a derivative work, the shield of
fair use is available and would provide a complete defense to any
claim of direct infringement against the game players. Absent
direct infringement, there is no contributory infringement.
Il. DIRECT INFRINGEMENT
Because the Game Genie does not create a derivative work
when used in conjunction with a copyrighted video game, Galoob
does not “authorize the use of a copyrighted work without actual
authority from the copyright owner.” Sony, 464 U.S. at 435 n.17.
All of the cases Nintendo cites on this point deal with unauthorized
public performances for profit, § 106(4), not private, non-
commercial use. Further, Galoob is not liable as a direct infringer
for testing, demonstrating, and marketing the Game Genie, or for
developing codes for use with the Game Genie.
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IV. INJUNCTIVE RELIEF
Even had this Court found that the Game Genie infringes
Nintendo’s copyrights, a permanent injunction in favor of
Nintendo would not be the appropriate remedy because:
1) Any presumption of immediate and irreparable harm
resulting from the alleged infringement was rebutted;
2) The presence of the Game Genie in the market benefits
the public by expanding personal consumer utilization of
purchased games; and
3) Assuming infringement, adequate remedies exist at law.
CONCLUSION
For the reasons stated above, the Court orders declaratory
relief as follows: (1) the use of a Game Genie by consumers, for
non-commercial use, does not violate Nintendo’s rights under the
Copyright Act of 1976; and (2) Galoob is neither a contributory
nor a direct infringer.
The pending preliminary injunction enjoining Galoob from
exercising all commercial activities associated with its license for
the Game Genie should be and is hereby DISSOLVED.
This Court will not stay the lifting of the injunction, pending
appeal, because further equitable relief for Nintendo is
unwarranted. Any request for a stay should be addressed to the
Ninth Circuit Court of Appeals.
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The parties are ordered to appear before this Court on
Monday, August 19, 1991 at 2:30 p.m., to discuss further
proceedings in this matter.
SO ORDERED.
DATED: July 12, 1991
/s/ Fern M. Smith
FERN M. SMITH
United States District Judge
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(The decision of the Court is referenced in a “Table of
Decisions Without Reported Opinions” appearing in the Federal
Reporter [923 F.2d 862].)
NINTENDO OF AMERICA INC., a Washington
corporation, Plaintiff-Appellee,
LEWIS GALOOB TOYS, INC., a Delaware
corporation, Defendant-Appellant.
No. 90-15936.
United States Court of Appeals, Ninth Circuit
Argued and Submitted Sept. 12, 1990.
Decided Jan. 24, 1991.
Appeal from the United States District Court for the Northern
District of California, No. CV-90-1586 RHS; Robert H.
Schnacke, District Judge, Presiding.
AFFIRMED.
Before FLETCHER, BOOCHEVER and WIGGINS, Circuit
Judges.
MEMORANDUM
Lewis Galoob Toys, Inc. (“Galoob”) appeals the district
court’s grant of a preliminary injunction in favor of Nintendo of
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America, Inc. (“Nintendo”), enjoining Galoob from producing or
marketing its product, the Game Genie. We have jurisdiction
pursuant to 28 U.S.C. § 1292(a)(1). We affirm.
Nintendo makes and sells the Nintendo Entertainment System,
a home video game system. To use the system, a player inserts
into the system’s control deck a cartridge containing one of the
games that Nintendo produces or licenses others to produce. The
game is then displayed on a connected television screen. By
moving buttons and a joystick on the controller, the player
controls the actions of one of the game’s characters and progresses
through the video game.
The Game Genie is a hardware device manufactured by
Galoob that can be attached to a game cartridge before it is
inserted into the Nintendo control deck. The Game Genie allows
the player to alter certain features of the Nintendo game by
choosing up to three codes from a large number of Game Genie
codes. For each of the codes entered by the player, the Game
Genie blocks the value for a single data byte sent by the game
cartridge to the central processing unit in the Nintendo controller
and replaces it with a new value. For example, if the cartridge
sends a data byte setting the number of lives for the player’s
character at 3, the Game Genie might, depending on the codes
chosen by the player, substitute the value 6, thereby giving the
character 6 lives rather than 3 in which to complete the game.
The player can also change the color of certain features of the
audiovisual display, change the speed at which the character
moves, allow the character to float above obstacles and alter
myriad other features of the Nintendo game.
The Game Genie makes no change in the data stored in the
game cartridge. Its inteyseption and substitution of data takes
place only as long as it is atiached to the game cartridge and the
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controller’s power is on. The individual changes that the user
makes through entering codes therefore alter the audiovisual
display temporarily but do not change it or the Nintendo game
permanently.
Nintendo contends that the alterations made by Game Genie
to the audiovisual displays of its games violates its copyrights. It
contends that Game Genie alters the audiovisual expression in
these games, in violation of Nintendo’s exclusive rights to control
derivative works. On issuing the preliminary injunction below,
the district court accepted Nintendo’s arguments, finding that
Nintendo would likely prevail on the merits of its claim that
Galoob had infringed on Nintendo’s copyright and that the balance
of hardships tipped decidedly in Nintendo’s favor.
Our review of a preliminary injunction is limited. Johnson
Controls, Inc. v. Phoenix Control Sys., 886 F.2d 1173, 1174 (9th
Cir. 1989). We review de novo the correctness of the legal
Standards employed by the district court in evaluating the
plaintiff's likelihood of success on the merits. Dumas y.
Gommerman, 865 F.2d 1093, 1095 (9th Cir. 1989). However, we
will reverse the district court’s issuance of a preliminary injunction
only if the district court abused"its discretion, or based its decision
on an erroneous legal standard or clearly erroneous findings of
fact. Johnson Controls, 886 F.2d at 1174; Dumas, 865 F.2d at
1095. We will not reverse merely because we would have reached
a different result from that reached by the district court. Big
Country Foods, Inc. v. Board of Educ. , 868 F.2d 1085, 1087 (9th
Cir. 1989).
To sustain the grant of the preliminary injunction, we must
find that the district court did not abuse its discretion in .
determining that Nintendo showed either a likelihood of success on
the merits and the possibility of irreparable injury, or that serious
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questions going to the merits were raised and the balance of
hardships tipped sharply in its favor. Johnson Controls, 886 F.2d
at 1174. The test for granting a preliminary injunction is viewed
as a continuum in which the degree of irreparable harm required
increases as the probability of success on .he merits decreases.
Id.; Dumas, 865 F.2d at 1095. Thus, “[i]f the balance of harm
tips decidedly toward the [moving party], then the [moving party]
need not show as robust a likelihood of success on the merits as
when the balance tips less decidedly.” Brenda v. Grand Lodge of
Int’l Ass’n of Machinists, 584 F.2d 308, 315 (9th Cir. 1978).
In the district court, the only issues raised and discussed by
Galoob as defenses to Nintendo’s copyright infringement claim
were: (1) whether use of the Game Genie failed to constitute an
unauthorized derivative work because Nintendo had authorized
us
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