SEGA ENTERPRISES LTD., a Japanese corporation, Plaintiff-Appellee
v.
ACCOLADE, INC., a California corporation, Defendant-Appellant.
UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT
977 F.2d 1510 (1992)
REINHARDT, Circuit Judge. This case presents several difficult questions of first impression involving
our copyright *** laws. We are asked to determine, first, whether the Copyright Act permits persons who are
neither copyright holders nor licensees to disassemble a copyrighted computer program in order to gain an
understanding of the unprotected functional elements of the program. In light of the public policies underlying
the Act, we conclude that, when the person seeking the understanding has a legitimate reason for doing so and
when no other means of access to the unprotected elements exists, such disassembly is as a matter of law a fair
use of the copyrighted work. ***
I. Background
Plaintiff-appellee Sega Enterprises, Ltd. ("Sega"), a Japanese corporation, and its subsidiary, Sega of
America, develop and market video entertainment systems, including the "Genesis" console (distributed in Asia
under the name "Mega-Drive") and video game cartridges. Defendant-appellant Accolade, Inc., is an
independent developer, manufacturer, and marketer of computer entertainment software, including game
cartridges that are compatible with the Genesis console, as well as game cartridges that are compatible with other
computer systems.
Sega licenses its copyrighted computer code and its "SEGA" trademark to a number of independent
developers of computer game software. Those licensees develop and sell Genesis-compatible video games in
competition with Sega. Accolade is not and never has been a licensee of Sega. Prior to rendering its own games
compatible with the Genesis console, Accolade explored the possibility of entering into a licensing agreement
with Sega, but abandoned the effort because the agreement would have required that Sega be the exclusive
manufacturer of all games produced by Accolade.
Accolade used a two-step process to render its video games compatible with the Genesis console. First, it "reverse engineered" Sega's video game programs in order to discover the requirements for compatibility with the Genesis console. As part of the reverse engineering process, Accolade transformed the machine-readable object code contained in commercially available copies of Sega's game cartridges into human-readable source code using a process called "disassembly" or "decompilation". Accolade purchased a Genesis console and three Sega game cartridges, wired a decompiler into the console circuitry, and generated printouts of the resulting source code. Accolade engineers studied and annotated the printouts in order to identify areas of commonality among the three game programs. They then loaded the disassembled code back into a computer, and experimented to discover the interface specifications for the Genesis console by modifying the programs and studying the results. At the end of the reverse engineering process, Accolade created a development manual that incorporated the information it had discovered about the requirements for a Genesis-compatible game. According to the Accolade employees who created the manual, the manual contained only functional descriptions of the interface requirements and did not include any of Sega's code.
In the second stage, Accolade created its own games for the Genesis. According to Accolade, at this
stage it did not copy Sega's programs, but relied only on the information concerning interface specifications for
the Genesis that was contained in its development manual. Accolade maintains that with the exception of the
interface specifications, none of the code in its own games is derived in any way from its examination of Sega's
code. In 1990, Accolade released "Ishido", a game which it had originally developed and released for use with
the Macintosh and IBM personal computer systems, for use with the Genesis console. ***
In 1991, Accolade released five more games for use with the Genesis III, "Star Control", "Hardball!",
"Onslaught", "Turrican", and "Mike Ditka Power Football." With the exception of "Mike Ditka Power Football",
all of those games, like "Ishido", had originally been developed and marketed for use with other hardware
systems. ***
Sega filed suit against Accolade on October 31, 1991 *** On November 29, 1991, Sega amended its complaint to include a claim for copyright infringement. ***
After expedited discovery and a hearing, the district court granted Sega's motion. Prior to the hearing,
Sega introduced the declaration of Takeshi Nagashima, an employee of Sega. Nagashima stated that it was
possible either to create a game program which did not contain the TMSS code but would still operate on the
Genesis III, or to modify a game program so that the Sega Message would not appear when the game cartridge
was inserted. Nagashima stated that he had been able to make both modifications using standard components, at
a total extra cost of approximately fifty cents. At the hearing, counsel for Sega produced two game cartridges
which, he represented, contained the modifications made by Nagashima, and demonstrated to the district judge
that the Sega Message did not appear when the cartridges were inserted into a Genesis III console. Sega offered
to make the cartridges available for inspection by Accolade's counsel, but declined to let Accolade's software
engineers examine the cartridges or to reveal the manner in which the cartridges had been modified. The district
court concluded that the TMSS code was not functional and that Accolade could not assert a functionality
defense to Sega's claim of trademark infringement.
With respect to Sega's copyright claim, the district court rejected Accolade's contention that intermediate
copying of computer object code does not constitute infringement under the Copyright Act. It found that
Accolade had disassembled Sega's code for a commercial purpose, and that Sega had likely lost sales of its games
as a result of Accolade's copying. The court further found that there were alternatives to disassembly that
Accolade could have used in order to study the functional requirements for Genesis compatibility. Accordingly, it
also rejected Accolade's fair use defense to Sega's copyright infringement claim.
Based on its conclusion that Sega is likely to succeed on the merits of its claims for copyright and
trademark infringement, on April 3, 1992, the district court enjoined Accolade from: (1) disassembling Sega's
copyrighted code; (2) using or modifying Sega's copyrighted code; (3) developing, manufacturing, distributing,
or selling Genesis-compatible games that were created in whole or in part by means that included disassembly;
and (4) manufacturing, distributing, or selling any Genesis-compatible game that prompts the Sega Message. On
April 9, 1992, in response to a request from Sega, the district court modified the preliminary injunction order to
require the recall of Accolade's infringing games within ten business days.
On April 14, 1992, Accolade filed a motion in the district court for a stay of the preliminary injunction
pending appeal. When the district court failed to rule on the motion for a stay by April 21, ten business days
after the April 9 recall order, Accolade filed a motion for an emergency stay in this court pursuant to 9th Cir. R.
27-3, together with its notice of appeal. On April 23, we stayed the April 9 recall order. The April 3 preliminary
injunction order remained in effect until August 28, when we ordered it dissolved and announced that this
opinion would follow.
II. Standard of Review
In order to obtain a preliminary injunction, the movant must demonstrate "either a likelihood of success on the
merits and the possibility of irreparable injury, or that serious questions going to the merits were raised and the
balance of hardships tips sharply in its favor." Johnson Controls, Inc. v. Phoenix Control Systems, Inc., 886 F.2d
1173, 1174 (9th Cir. 1989). We may reverse the district court's grant of a preliminary injunction to Sega if the
district court abused its discretion, made an error of law, or based its decision on an erroneous legal standard or
on clearly erroneous findings. Religious Technology Ctr. v. Scott, 869 F.2d 1306, 1309 (9th Cir. 1989); Lou v.
Belzberg, 834 F.2d 730, 733 (9th Cir. 1987), cert. denied, 485 U.S. 993, 99 L. Ed. 2d 512, 108 S. Ct. 1302
(1988).
III. Copyright Issues
Accolade raises four arguments in support of its position that disassembly of the object code in a
copyrighted computer program does not constitute copyright infringement. First, it maintains that intermediate
copying does not infringe the exclusive rights granted to copyright owners in section 106 of the Copyright Act
unless the end product of the copying is substantially similar to the copyrighted work. Second, it argues that
disassembly of object code in order to gain an understanding of the ideas and functional concepts embodied in
the code is lawful under section 102(b) of the Act, which exempts ideas and functional concepts from copyright
protection. Third, it suggests that disassembly is authorized by section 117 of the Act, which entitles the lawful
owner of a copy of a computer program to load the program into a computer. Finally, Accolade contends that
disassembly of object code in order to gain an understanding of the ideas and functional concepts embodied in
the code is a fair use that is privileged by section 107 of the Act.
Neither the language of the Act nor the law of this circuit supports Accolade's first three arguments.
Accolade's fourth argument, however, has merit. Although the question is fairly debatable, we conclude based on
the policies underlying the Copyright Act that disassembly of copyrighted object code is, as a matter of law, a fair
use of the copyrighted work if such disassembly provides the only means of access to those elements of the code
that are not protected by copyright and the copier has a legitimate reason for seeking such access. Accordingly,
we hold that Sega has failed to demonstrate a likelihood of success on the merits of its copyright claim. Because
on the record before us the hardships do not tip sharply (or at all) in Sega's favor, the preliminary injunction
issued in its favor must be dissolved, at least with respect to that claim.
A. Intermediate Copying
We have previously held that the Copyright Act does not distinguish between unauthorized copies of a
copyrighted work on the basis of what stage of the alleged infringer's work the unauthorized copies represent.
Walker v. University Books, 602 F.2d 859, 864 (9th Cir. 1979) ("The fact that an allegedly infringing copy of a
protected work may itself be only an inchoate representation of some final product to be marketed commercially
does not in itself negate the possibility of infringement."). Our holding in Walker was based on the plain language
of the Act. Section 106 grants to the copyright owner the exclusive rights "to reproduce the work in copies", "to
prepare derivative works based upon the copyrighted work", and to authorize the preparation of copies and
derivative works. 17 U.S.C. @ 106 (1)-(2). Section 501 provides that "anyone who violates any of the exclusive
rights of the copyright owner as provided by sections 106 through 118 . . . is an infringer of the copyright." Id.
@ 501(a). On its face, that language unambiguously encompasses and proscribes "intermediate copying".
Walker, 602 F.2d at 863-64; see also Walt Disney Productions v. Filmation Associates, 628 F. Supp. 871,
875-76 (C.D. Cal. 1986).
In order to constitute a "copy" for purposes of the Act, the allegedly infringing work must be fixed in
some tangible form, "from which the work can be perceived, reproduced, or otherwise communicated, either
directly or with the aid of a machine or device." 17 U.S.C. @ 101. The computer file generated by the
disassembly program, the printouts of the disassembled code, and the computer files containing Accolade's
modifications of the code that were generated during the reverse engineering process all satisfy that requirement.
The intermediate copying done by Accolade therefore falls squarely within the category of acts that are
prohibited by the statute.
*** [T]he question whether intermediate copying of computer object code infringes the exclusive rights granted
to the copyright owner in section 106 of the Copyright Act is a question of first impression. In light of the
unambiguous language of the Act, we decline to depart from the rule set forth in Walker for copyrighted works
generally. Accordingly, we hold that intermediate copying of computer object code may infringe the exclusive
rights granted to the copyright owner in section 106 of the Copyright Act regardless of whether the end product
of the copying also infringes those rights. If intermediate copying is permissible under the Act, authority for such
copying must be found in one of the statutory provisions to which the rights granted in section 106 are subject.
B. The Idea/Expression Distinction
Accolade next contends that disassembly of computer object code does not violate the Copyright Act
because it is necessary in order to gain access to the ideas and functional concepts embodied in the code, which
are not protected by copyright. 17 U.S.C. @ 102(b). Because humans cannot comprehend object code, it
reasons, disassembly of a commercially available computer program into human-readable form should not be
considered an infringement of the owner's copyright. Insofar as Accolade suggests that disassembly of object
code is lawful per se, it seeks to overturn settled law.
Accolade's argument regarding access to ideas is, in essence, an argument that object code is not eligible
for the full range of copyright protection. Although some scholarly authority supports that view, we have
previously rejected it based on the language and legislative history of the Copyright Act. ***
Nor does a refusal to recognize a per se right to disassemble object code lead to an absurd result. The
ideas and functional concepts underlying many types of computer programs, including word processing
programs, spreadsheets, and video game displays, are readily discernible without the need for disassembly,
because the operation of such programs is visible on the computer screen. The need to disassemble object code
arises, if at all, only in connection with operations systems, system interface procedures, and other programs that
are not visible to the user when operating - and then only when no alternative means of gaining an understanding
of those ideas and functional concepts exists. In our view, consideration of the unique nature of computer object
code thus is more appropriate as part of the case-by-case, equitable "fair use" analysis authorized by section 107
of the Act. See infra Part III(D). Accordingly, we reject Accolade's second argument.
C. Section 117
Section 117 of the Copyright Act allows the lawful owner of a copy of a computer program to copy or
adapt the program if the new copy or adaptation "is created as an essential step in the utilization of the computer
program in conjunction with a machine and . . . is used in no other manner." 17 U.S.C. @ 117(1). Accolade
contends that section 117 authorizes disassembly of the object code in a copyrighted computer program.
Section 117 was enacted on the recommendation of CONTU, which noted that "because the placement of any copyrighted work into a computer is the preparation of a copy [since the program is loaded into the computer's memory], the law should provide that persons in rightful possession of copies of programs be able to use them freely without fear of exposure to copyright liability." CONTU Report at 13. We think it is clear that Accolade's use went far beyond that contemplated by CONTU and authorized by section 117. Section 117 does not purport to protect a user who disassembles object code, converts it from assembly into source code, and makes printouts and photocopies of the refined source code version. (1)
D. Fair Use
Accolade contends, finally, that its disassembly of copyrighted object code as a necessary step in its
examination of the unprotected ideas and functional concepts embodied in the code is a fair use that is privileged
by section 107 of the Act. Because, in the case before us, disassembly is the only means of gaining access to
those unprotected aspects of the program, and because Accolade has a legitimate interest in gaining such access
(in order to determine how to make its cartridges compatible with the Genesis console), we agree with Accolade.
Where there is good reason for studying or examining the unprotected aspects of a copyrighted computer
program, disassembly for purposes of such study or examination constitutes a fair use.
1.
As a preliminary matter, we reject Sega's contention that the assertion of a fair use defense in connection
with the disassembly of object code is precluded by statute. First, Sega argues that not only does section 117 of
the Act not authorize disassembly of object code, but it also constitutes a legislative determination that any
copying of a computer program other than that authorized by section 117 cannot be considered a fair use of that
program under section 107. That argument verges on the frivolous. Each of the exclusive rights created by
section 106 of the Copyright Act is expressly made subject to all of the limitations contained in sections 107
through 120. 17 U.S.C. @ 106. Nothing in the language or the legislative history of section 117, or in the
CONTU Report, suggests that section 117 was intended to preclude the assertion of a fair use defense with
respect to uses of computer programs that are not covered by section 117, nor has section 107 been amended to
exclude computer programs from its ambit.
Moreover, sections 107 and 117 serve entirely different functions. Section 117 defines a narrow category
of copying that is lawful per se. 17 U.S.C. @ 117. Section 107, by contrast, establishes a defense to an
otherwise valid claim of copyright infringement. It provides that particular instances of copying that otherwise
would be actionable are lawful, and sets forth the factors to be considered in determining whether the defense
applies. Id. @ 107. The fact that Congress has not chosen to provide a per se exemption to section 106 for
disassembly does not mean that particular instances of disassembly may not constitute fair use.
Second, Sega maintains that the language and legislative history of section 906 of the Semiconductor
Chip Protection Act of 1984 (SCPA) establish that Congress did not intend that disassembly of object code be
considered a fair use. Section 906 of the SCPA authorizes the copying of the "mask work" on a silicon chip in
the course of reverse engineering the chip. 17 U.S.C. @ 906. The mask work in a standard ROM chip, such as
those used in the Genesis console and in Genesis-compatible cartridges, is a physical representation of the
computer program that is embedded in the chip. The zeros and ones of binary object code are represented in the
circuitry of the mask work by open and closed switches. Sega contends that Congress's express authorization of
copying in the particular circumstances set forth in section 906 constitutes a determination that other forms of
copying of computer programs are prohibited.
The legislative history of the SCPA reveals, however, that Congress passed a separate statute to protect
semiconductor chip products because it believed that semiconductor chips were intrinsically utilitarian articles
that were not protected under the Copyright Act. H.R. Rep. No. 781, 98th Cong., 2d Sess. 8-10, reprinted in
1984 U.S.C.C.A.N. 5750, 5757-59. Accordingly, rather than amend the Copyright Act to extend traditional
copyright protection to chips, it enacted "a sui generis form of protection, apart from and independent of the
copyright laws." Id. at 10, 1984 U.S.C.C.A.N. at 5759. Because Congress did not believe that semiconductor
chips were eligible for copyright protection in the first instance, the fact that it included an exception for reverse
engineering of mask work in the SCPA says nothing about its intent with respect to the lawfulness of
disassembly of computer programs under the Copyright Act. Nor is the fact that Congress did not
contemporaneously amend the Copyright Act to permit disassembly significant, since it was focusing on the
protection to be afforded to semiconductor chips. Here we are dealing not with an alleged violation of the SCPA,
but with the copying of a computer program, which is governed by the Copyright Act. Moreover, Congress
expressly stated that it did not intend to "limit, enlarge or otherwise affect the scope, duration, ownership or
subsistence of copyright protection . . . in computer programs, data bases, or any other copyrightable works
embodied in semiconductor chip products." Id. at 28, 1984 U.S.C.C.A.N. at 5777. Accordingly, Sega's second
statutory argument also fails. We proceed to consider Accolade's fair use defense.
2.
Section 107 lists the factors to be considered in determining whether a particular use is a fair one. Those factors include:
(1) the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit
educational purposes;
(2) the nature of the copyrighted work;
(3) the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and
(4) the effect of the use upon the potential market for or value of the copyrighted work.
17 U.S.C. @ 107. The statutory factors are not exclusive. Rather, the doctrine of fair use is in essence "an
equitable rule of reason." Harper & Row, Publishers, Inc. v. Nation Enterprises, 471 U.S. 539, 560, 85 L. Ed.
2d 588, 105 S. Ct. 2218 (1985) (quoting H.R. Rep. No. 1476, 94th Cong., 2d Sess. 65, reprinted in 1976
U.S.C.C.A.N. 5659, 5679). Fair use is a mixed question of law and fact. Id. "Where the district court has found
facts sufficient to evaluate each of the statutory factors," an appellate court may resolve the fair use question as a
matter of law. Id.
In determining that Accolade's disassembly of Sega's object code did not constitute a fair use, the district
court treated the first and fourth statutory factors as dispositive, and ignored the second factor entirely. Given
the nature and characteristics of Accolade's direct use of the copied works, the ultimate use to which Accolade
put the functional information it obtained, and the nature of the market for home video entertainment systems,
we conclude that neither the first nor the fourth factor weighs in Sega's favor. In fact, we conclude that both
factors support Accolade's fair use defense, as does the second factor, a factor which is important to the
resolution of cases such as the one before us.
(a)
With respect to the first statutory factor, we observe initially that the fact that copying is for a commercial
purpose weighs against a finding of fair use. Harper & Row, 471 U.S. at 562. However, the presumption of
unfairness that arises in such cases can be rebutted by the characteristics of a particular commercial use. Hustler
Magazine, Inc. v. Moral Majority, Inc., 796 F.2d 1148, 1152 (9th Cir. 1986); see also <=49> Maxtone-Graham
v. Burtchaell, 803 F.2d 1253, 1262 (2d Cir. 1986), cert. denied, 481 U.S. 1059, 95 L. Ed. 2d 856, 107 S. Ct.
2201 (1987). Further "the commercial nature of a use is a matter of degree, not an absolute. . . ."
Maxtone-Graham, 803 F.2d at 1262.
Sega argues that because Accolade copied its object code in order to produce a competing product, the
Harper & Row presumption applies and precludes a finding of fair use. That analysis is far too simple and ignores
a number of important considerations. We must consider other aspects of "the purpose and character of the use"
as well. As we have noted, the use at issue was an intermediate one only and thus any commercial "exploitation"
was indirect or derivative.
The declarations of Accolade's employees indicate, and the district court found, that Accolade copied
Sega's software solely in order to discover the functional requirements for compatibility with the Genesis console
- aspects of Sega's programs that are not protected by copyright. 17 U.S.C. @ 102(b). With respect to the video
game programs contained in Accolade's game cartridges, there is no evidence in the record that Accolade sought
to avoid performing its own creative work. Indeed, most of the games that Accolade released for use with the
Genesis console were originally developed for other hardware systems. Moreover, with respect to the interface
procedures for the Genesis console, Accolade did not seek to avoid paying a customarily charged fee for use of
those procedures, nor did it simply copy Sega's code; rather, it wrote its own procedures based on what it had
learned through disassembly. Taken together, these facts indicate that although Accolade's ultimate purpose was
the release of Genesis-compatible games for sale, its direct purpose in copying Sega's code, and thus its direct
use of the copyrighted material, was simply to study the functional requirements for Genesis compatibility so
that it could modify existing games and make them usable with the Genesis console. Moreover, as we discuss
below, no other method of studying those requirements was available to Accolade. On these facts, we conclude
that Accolade copied Sega's code for a legitimate, essentially non-exploitative purpose, and that the commercial
aspect of its use can best be described as of minimal significance.
We further note that we are free to consider the public benefit resulting from a particular use
notwithstanding the fact that the alleged infringer may gain commercially. See Hustler, 796 F.2d at 1153
(quoting MCA, Inc. v. Wilson, 677 F.2d 180, 182 (2d Cir. 1981)). Public benefit need not be direct or tangible,
but may arise because the challenged use serves a public interest. Id. In the case before us, Accolade's
identification of the functional requirements for Genesis compatibility has led to an increase in the number of
independently designed video game programs offered for use with the Genesis console. It is precisely this growth
in creative expression, based on the dissemination of other creative works and the unprotected ideas contained in
those works, that the Copyright Act was intended to promote. See Feist Publications, Inc. v. Rural Tel. Serv.
Co., ___ U.S. ___, 111 S. Ct. 1282, 1290, 113 L. Ed. 2d 358 (1991) (citing Harper & Row, 471 U.S. at
556-57). The fact that Genesis-compatible video games are not scholarly works, but works offered for sale on
the market, does not alter our judgment in this regard. We conclude that given the purpose and character of
Accolade's use of Sega's video game programs, the presumption of unfairness has been overcome and the first
statutory factor weighs in favor of Accolade.
(b)
As applied, the fourth statutory factor, effect on the potential market for the copyrighted work, bears a
close relationship to the "purpose and character" inquiry in that it, too, accommodates the distinction between
the copying of works in order to make independent creative expression possible and the simple exploitation of
another's creative efforts. We must, of course, inquire whether, "if [the challenged use] should become
widespread, it would adversely affect the potential market for the copyrighted work," Sony Corp. v. Universal
City Studios, 464 U.S. 417, 451, 78 L. Ed. 2d 574, 104 S. Ct. 774 (1984), by diminishing potential sales,
interfering with marketability, or usurping the market, Hustler, 796 F.2d at 1155-56. If the copying resulted in
the latter effect, all other considerations might be irrelevant. The Harper & Row Court found a use that
effectively usurped the market for the copyrighted work by supplanting that work to be dispositive. 471 U.S. at
567-69. However, the same consequences do not and could not attach to a use which simply enables the copier
to enter the market for works of the same type as the copied work. ***
By facilitating the entry of a new competitor, the first lawful one that is not a Sega licensee, Accolade's
disassembly of Sega's software undoubtedly "affected" the market for Genesis-compatible games in an indirect
fashion. We note, however, that while no consumer except the most avid devotee of President Ford's regime
might be expected to buy more than one version of the President's memoirs, video game users typically purchase
more than one game. There is no basis for assuming that Accolade's "Ishido" has significantly affected the market
for Sega's "Altered Beast", since a consumer might easily purchase both; nor does it seem unlikely that a
consumer particularly interested in sports might purchase both Accolade's "Mike Ditka Power Football" and
Sega's "Joe Montana Football", particularly if the games are, as Accolade contends, not substantially similar. In
any event, an attempt to monopolize the market by making it impossible for others to compete runs counter to
the statutory purpose of promoting creative expression and cannot constitute a strong equitable basis for
resisting the invocation of the fair use doctrine. Thus, we conclude that the fourth statutory factor weighs in,
Accolade's, not Sega's, favor, notwithstanding the minor economic loss Sega may suffer.
(c)
The second statutory factor, the nature of the copyrighted work, reflects the fact that not all copyrighted
works are entitled to the same level of protection. The protection established by the Copyright Act for original
works of authorship does not extend to the ideas underlying a work or to the functional or factual aspects of the
work. 17 U.S.C. @ 102(b). To the extent that a work is functional or factual, it may be copied, Baker v.
Selden, 101 U.S. 99, 102-04, 25 L. Ed. 841 (1879), as may those expressive elements of the work that "must
necessarily be used as incident to" expression of the underlying ideas, functional concepts, or facts, id. at 104.
Works of fiction receive greater protection than works that have strong factual elements, such as historical or
biographical works, Maxtone-Graham, 803 F.2d at 1263 (citing Rosemont Enterprises, Inc. v. Random House,
Inc., 366 F.2d 303, 307 (2d Cir. 1966), cert. denied, 385 U.S. 1009, 17 L. Ed. 2d 546, 87 S. Ct. 714 (1967)), or
works that have strong functional elements, such as accounting textbooks, Baker, 101 U.S. at 104. Works that
are merely compilations of fact are copyrightable, but the copyright in such a work is "thin." Feist Publications,
111 S. Ct. at 1289.
Computer programs pose unique problems for the application of the "idea/expression distinction" that
determines the extent of copyright protection. To the extent that there are many possible ways of accomplishing
a given task or fulfilling a particular market demand, the programmer's choice of program structure and design
may be highly creative and idiosyncratic. However, computer programs are, in essence, utilitarian articles -
articles that accomplish tasks. As such, they contain many logical, structural, and visual display elements that are
dictated by the function to be performed, by considerations of efficiency, or by external factors such as
compatibility requirements and industry demands. Computer Assoc. Int'l, Inc. v. Altai, Inc., 1992 U.S. App.
LEXIS 14305, 23 U.S.P.Q.2D (BNA) 1241, 1253-56 (2d Cir. 1992) ("CAI"). In some circumstances, even the
exact set of commands used by the programmer is deemed functional rather than creative for purposes of
copyright. "When specific instructions, even though previously copyrighted, are the only and essential means of
accomplishing a given task, their later use by another will not amount to infringement." CONTU Report at 20;
see CAI,. 23 U.S.P.Q. 2d at 1254.
Because of the hybrid nature of computer programs, there is no settled standard for identifying what is
protected expression and what is unprotected idea in a case involving the alleged infringement of a copyright in
computer software. We are in wholehearted agreement with the Second Circuit's recent observation that "thus
far, many of the decisions in this area reflect the courts' attempt to fit the proverbial square peg in a round hole."
*** In our view, in light of the essentially utilitarian nature of computer programs, the Second Circuit's
approach is an appropriate one.
Sega argues that even if many elements of its video game programs are properly characterized as
functional and therefore not protected by copyright, Accolade copied protected expression. Sega is correct. The
record makes clear that disassembly is wholesale copying. Because computer programs are also unique among
copyrighted works in the form in which they are distributed for public use, however, Sega's observation does not
bring us much closer to a resolution of the dispute.
The unprotected aspects of most functional works are readily accessible to the human eye. The systems
described in accounting textbooks or the basic structural concepts embodied in architectural plans, to give two
examples, can be easily copied without also copying any of the protected, expressive aspects of the original
works. Computer programs, however, are typically distributed for public use in object code form, embedded in a
silicon chip or on a floppy disk. For that reason, humans often cannot gain access to the unprotected ideas and
functional concepts contained in object code without disassembling that code - i.e., making copies.(2) Atari
Games Corp. v. Nintendo of America, 975 F.2d 832 (Fed. Cir. 1992)
Sega argues that the record does not establish that disassembly of its object code is the only available
method for gaining access to the interface specifications for the Genesis console, and the district court agreed.
An independent examination of the record reveals that Sega misstates its contents, and demonstrates that the
district court committed clear error in this respect.
First, the record clearly establishes that humans cannot read object code. *** Trained programmers can
disassemble object code by hand. Because even a trained programmer cannot possibly remember the millions of
zeros and ones that make up a program, however, he must make a written or computerized copy of the
disassembled code in order to keep track of his work. *** The relevant fact for purposes of Sega's copyright
infringement claim and Accolade's fair use defense is that translation of a program from object code into source
code cannot be accomplished without making copies of the code.
Second, the record provides no support for a conclusion that a viable alternative to disassembly exists.
The district court found that Accolade could have avoided a copyright infringement claim by "peeling" the chips
contained in Sega's games or in the Genesis console, as authorized by section 906 of the SCPA, 17 U.S.C. @
906. Even Sega's amici agree that this finding was clear error. The declaration of Dr. Harry Tredennick, an
expert witness for Accolade, establishes that chip peeling yields only a physical diagram of the object code
embedded in a ROM chip. It does not obviate the need to translate object code into source code. Atari Games
Corp., slip op. at 22.
The district court also suggested that Accolade could have avoided a copyright infringement suit by
programming in a "clean room". That finding too is clearly erroneous. A "clean room" is a procedure used in the
computer industry in order to prevent direct copying of a competitor's code during the development of a
competing product. Programmers in clean rooms are provided only with the functional specifications for the
desired program. As Dr. Tredennick explained, the use of a clean room would not have avoided the need for
disassembly because disassembly was necessary in order to discover the functional specifications for a
Genesis-compatible game.
In summary, the record clearly establishes that disassembly of the object code in Sega's video game
cartridges was necessary in order to understand the functional requirements for Genesis compatibility. The
interface procedures for the Genesis console are distributed for public use only in object code form, and are not
visible to the user during operation of the video game program. Because object code cannot be read by humans,
it must be disassembled, either by hand or by machine. Disassembly of object code necessarily entails copying.
Those facts dictate our analysis of the second statutory fair use factor. If disassembly of copyrighted object code
is per se an unfair use, the owner of the copyright gains a de facto monopoly over the functional aspects of his
work - aspects that were expressly denied copyright protection by Congress. 17 U.S.C. @ 102(b). In order to
enjoy a lawful monopoly over the idea or functional principle underlying a work, the creator of the work must
satisfy the more stringent standards imposed by the patent laws. *** Sega does not hold a patent on the Genesis
console.
Because Sega's video game programs contain unprotected aspects that cannot be examined without
copying, we afford them a lower degree of protection than more traditional literary works. See CAI, 23
U.S.P.Q. 2d at 1257. In light of all the considerations discussed above, we conclude that the second statutory
factor also weighs in favor of Accolade.
(d)
As to the third statutory factor, Accolade disassembled entire programs written by Sega. Accordingly, the third
factor weighs against Accolade. The fact that an entire work was copied does not, however, preclude a finding a
fair use. Sony Corp., 464 U.S. at 449-50; Hustler, 795 F.2d at 1155 ("Sony Corp. teaches us that the copying
of an entire work does not preclude fair use per se."). In fact, where the ultimate (as opposed to direct) use is as
limited as it was here, the factor is of very little weight. Cf. Wright v. Warner Books, Inc., 953 F.2d 731, 738
(2d Cir. 1991).
(e)
In summary, careful analysis of the purpose and characteristics of Accolade's use of Sega's video game
programs, the nature of the computer programs involved, and the nature of the market for video game cartridges
yields the conclusion that the first, second, and fourth statutory fair use factors weigh in favor of Accolade,
while only the third weighs in favor of Sega, and even then only slightly. Accordingly, Accolade clearly has by far
the better case on the fair use issue. ***
In determining whether a challenged use of copyrighted material is fair, a court must keep in mind the
public policy underlying the Copyright Act. "'The immediate effect of our copyright law is to secure a fair return
for an "author's" creative labor. But the ultimate aim is, by this incentive, to stimulate artistic creativity for the
general public good.'" Sony Corp., 464 U.S. at 432 (quoting Twentieth Century Music Corp. v. Aiken, 422 U.S.
151, 156, 45 L. Ed. 2d 84, 95 S. Ct. 2040 (1975)). When technological change has rendered an aspect or
application of the Copyright Act ambiguous, "'the Copyright Act must be construed in light of this basic
purpose.'" Id. As discussed above, the fact that computer programs are distributed for public use in object code
form often precludes public access to the ideas and functional concepts contained in those programs, and thus
confers on the copyright owner a de facto monopoly over those ideas and functional concepts. That result
defeats the fundamental purpose of the Copyright Act - to encourage the production of original works by
protecting the expressive elements of those works while leaving the ideas, facts, and functional concepts in the
public domain for others to build on. Feist Publications, 111 S. Ct. at 1290; see also Atari Games Corp., slip op.
at 18-20.
Sega argues that the considerable time, effort, and money that went into development of the Genesis and
Genesis-compatible video games militate against a finding of fair use. Borrowing from antitrust principles, Sega
attempts to label Accolade a "free rider" on its product development efforts. In Feist Publications, however, the
Court unequivocally rejected the "sweat of the brow" rationale for copyright protection. 111 S. Ct. at 1290-95.
Under the Copyright Act, if a work is largely functional, it receives only weak protection. "This result is neither
unfair nor unfortunate. It is the means by which copyright advances the progress of science and art." Id. at
1290; see also id. at 1292 ("In truth, 'it is just such wasted effort that the proscription against the copyright of
ideas and facts . . . [is] designed to prevent.'") (quoting Rosemont Enterprises, Inc. v. Random House, Inc., 366
F.2d 303, 310 (2d Cir. 1966), cert. denied 385 U.S. 1009, 87 S. Ct. 714, 17 L. Ed. 2d 546 (1967)); CAI, 23
U.S.P.Q. 2d at 1257. Here, while the work may not be largely functional, it incorporates functional elements
which do not merit protection. The equitable considerations involved weigh on the side of public access.
Accordingly, we reject Sega's argument.
(f)
We conclude that where disassembly is the only way to gain access to the ideas and functional elements embodied in a copyrighted computer program and where there is a legitimate reason for seeking such access, disassembly is a fair use of the copyrighted work, as a matter of law. Our conclusion does not, of course, insulate Accolade from a claim of copyright infringement with respect to its finished products. Sega has reserved the right to raise such a claim, and it may do so on remand. ***
1. We need not decide whether section 117 protects only the use intended by the copyright owner, as Sega argues. See Vault Corp. v. Quaid Software Ltd., 847 F.2d 255, 261 (5th Cir. 1988) (authorization of section 117(1) not limited to use intended by copyright owner).
2. We do not intend to suggest that disassembly is always the only available means of access to those aspects of a computer program that are unprotected by copyright. As we noted in Part III(B), supra, in many cases the operation of a program is directly reflected on the screen display and therefore visible to the human eye. In those cases, it is likely that a reverse engineer would not need to examine the code in order to understand what the program does.