Sega Enterprises Ltd. v. Accolade, Inc.
977 F.2d 1510 (9th Cir. 1992)
Sega made video game consoles
and licensed the rights to third-party video game developers to make games
for their console.
Accolade wanted to sell their
games for the Sega console but didn't want to pay Sega's licensing fee.
They figured out how to get their games compatible with the Sega console
and started selling them.
Accolade got some Sega
consoles, reverse engineered how the computer chips worked, and then
created a manual that had no Sega computer code in it, but explained how
to modify a program so it would run on a Sega console.
Sega sued for copyright
infringement for copying the code on
their computer chips.
Accolade argued that they had
never actually copied any of the computer code on Sega's chips, they just
copied the specifications for how to write the software. Since those
specification were not copyrightable, they did nothing wrong according to
17 U.S.C. §102(b).
In addition, Accolade argued
that they were protected by the fair use provision (17 U.S.C. §107).
The Trial Court found for
Sega. Accolade appealed.
The Appellate Court reversed.
The Appellate Court found
that Accolade did reproduce Sega's computer code, and so they had made a
copy for purposes of 17 U.S.C. §106(1).
The Appellate Court found
that based on §107 there is a
four-factor test for determining if something counts as fair use:
Is the purpose and
character of the use commercial or non-commercial?
The Court found that while
Accolade ultimate intended to make money selling video games, the
direct purpose in copying Sega's code was simply to study the
functional requirements of the console's compatibility.
In addition, Accolade's
work helped the publics because lots of companies started using their
information to make exciting, creative video games.
The nature of the
copyrighted work.
The Court found that there
were aspects of Sega's code that were unprotected by copyright. But
there was no way to examine them without also copying the copyrighted
parts.
The Court noted that if
someone couldn't look at the code to see the uncopyrighted parts, then
Sega would have a de facto monopoly on things they couldn't legitimate
get a copyright on
The amount of the original
work used.
The Court found that there
was no other way Accolade could have learned about the functionality of
the console without copying as much as they did copy. While they did
copy the entire code, that didn't mean much because the final product
(the video games) did not contain any infringing material.
The effect on the potential
market.
The Court found that
Accolade's work did not stop people from buying Sega's video games.
Accolade's games could legitimately compete in the marketplace with
Sega's games, which might reduce Sega's sales. However, this factor
wasn't meant to be applied to competition like that.
For example, if a company
made Pac-man and another company made a Pac-man knock off, people who
bought the knock off wouldn't buy the original because they already
had essentially the same game. However, if one company sold Pac-man
and another company sold Space Invaders, some people would buy both,
and people who only bought one would pick the one they thought was
more fun. No one would say, "I don't need to buy Pac-man since I
already have Space Invaders."
Based on their balancing of
the four factors, the Court found that Accolade's copying was protected
by fair use.