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  1. THE NINTENDO EMULATION FAQ v2.0 - A COMMENTARY
  2. by the Scribe
  3.  
  4. ---------------------------------------------------------------------------
  5. We've come a long way, haven't we?
  6.  
  7. I wouldn't be revisiting the Nintendo EmuFAQ had they not recently revised
  8. it. Both they and I have been forced to retrench our respective positions
  9. since we last clashed. I now better understand the legal underpinnings
  10. behind some of their original arguments, and they now better understand
  11. the overreaching nature of at least one of those claims. As a result, the
  12. new Nintendo FAQ is a marginally improved document, and it gives me pleasure
  13. to once again provide commentary on its new incarnation. This time, I'll
  14. try to keep my screwball sense of humor in check - but no promises.
  15.  
  16. NOTE: Any reference I make to Nintendo's Emulation FAQ will be shortened
  17. as "the Nintendo EmuFAQ." Any other use of the term "EmuFAQ" is understood
  18. as referring to my effort, EMULATION: RIGHT OR WRONG (aka "the EmuFAQ").
  19. ---------------------------------------------------------------------------
  20.  
  21. 1) What are ROMS?
  22.  
  23. A ROM ("Read Only Memory") is the type of chip used in Nintendo's video
  24. game cartridge which contains the game software. However, this term is
  25. commonly used on many gaming sites on the Internet that refers to game
  26. data that was copied from an authentic video game cartridge.
  27.  
  28. [Hmmmm, I've heard this definition before....]
  29.  
  30. ["The common form of the binary image file as of today is the cart dump;
  31. this term arises from the use of special hardware to literally "dump"
  32. the computer code stored within a ROM-based delivery system like those
  33. used in your typical videogame cartridge. This is where the slang use
  34. of 'ROM' first originated." - The EmuFAQ, Module 2, Part 1 - "Altering
  35. the Software Base"]
  36.  
  37. [Actually, this is a NEW ADDITION to the Nintendo EmuFAQ, and I must
  38. commend them for including it.]
  39.  
  40. 2) Are all ROMS on the Internet illegal?
  41.  
  42. All ROMs published for play on Nintendo hardware and available on the
  43. Internet are unauthorized and infringing copies of copyrighted works.
  44.  
  45. [Absolutely correct. Compare with their original statement:]
  46.  
  47. ["Yes. All ROMs available on the Internet are unauthorized and
  48. infringing copies of copyrighted works." - from the original Nintendo
  49. EmuFAQ]
  50.  
  51. [Nintendo has not authorized ROM dumps of its videogame cartridges,
  52. therefore all 'ROMs' of Nintendo games are "unauthorized and infringing
  53. copies." This does not deny the existence of public domain 'ROMs;'
  54. rather, it confirms that Nintendo has yet to authorize a single cart
  55. dump of one of its proprietary titles. They are exercising their right
  56. of exclusive distribution under U.S. copyright law (US 17 CFR 104).
  57. Also, loading that unauthorized "ROM" into your computer RAM creates
  58. yet another infringing copy (see MAI vs. Peak) not covered by the DMCA
  59. revisions to the U.S. Copyright Act (US 17 CFR 117, paragraph c). You
  60. are not "servicing" the game or the system, therefore using the
  61. unauthorized "ROM" to play the game is copyright infringement.]
  62.  
  63. [I'm so proud of Nintendo for at least indirectly acknowledging the
  64. presence of public domain "ROMs" that I could almost kiss 'em. This
  65. is a major change in their public position on "ROMs," however small
  66. it appears on the surface, and we should give them proper praise in
  67. this regard.]
  68.  
  69. 3) Can I Download a ROM from the Internet if I Already Own the Authentic
  70. Game?
  71.  
  72. There is a good deal of misinformation on the Internet regarding the
  73. backup/archival copy exception. It is not a "second copy" rule and is
  74. often mistakenly cited for the proposition that if you have one lawful
  75. copy of a copyrighted work, you are entitled to have a second copy of
  76. the copyrighted work even if that second copy is an infringing copy.
  77. That is utterly ridiculous and legally unsupported. Therefore, whether
  78. you have the authentic game or not, or whether you have possession of
  79. the ROM for a limited amount of time (24 hours), it is illegal and
  80. infringing of a copyright to download and play a ROM from the Internet.
  81.  
  82. The backup/archival copy exception is a very narrow limitation relating
  83. to a copy being made by the rightful owner of an authentic game to
  84. ensure he or she has one in the event of damage or destruction to the
  85. authentic. It is well established by judicial decisions in the United
  86. States that this limited exception does not apply to game data contained
  87. in ROM semiconductor chips in video game cartridges.
  88.  
  89. [Absolutely true. The courts have recognized that "ROMs" do not qualify
  90. for the archival provision (US 17 CFR 117, paragraphs a & b) of U.S.
  91. copyright law (see Atari vs. JS&A Group). You, as the average user,
  92. do not qualify to make an adaptation of a videogame contained within a
  93. form of permanent storage media, such as a game cart or the ROMs in an
  94. arcade game, because that privilige is reserved exclusively for
  95. developers under the sole exception of reverse engineering (see Sega
  96. vs. Accolade and Nintendo vs. Atari, also US 17 CFR 1201, paragraph f).
  97. Remember what I said in the EmuFAQ concerning the average user - "No
  98. matter how you twist it, bend it, invert it, turn it around or even
  99. inside out, it is illegal to produce or possess a 'ROM' that originated
  100. from a piece of hardware unless specifically authorized by the copyright
  101. owner of the computer code involved." For more information and
  102. additional legal reasoning, see the EmuFAQ.]
  103.  
  104. 4) What is a Video Game Emulator?
  105.  
  106. An emulator is a software program that is designed to allow game play on
  107. a platform that it was not created for. The emulator software allows for
  108. console based or arcade games to be played on personal computers. The
  109. video games are obtained by downloading illegally copied software, ROMs,
  110. from Internet distributors. The ROMs then work with the emulator to
  111. enable game play on the computer.
  112.  
  113. [Now here is where I start having problems with the big N. Nothing else
  114. in the Nintendo EmuFAQ has changed. Technically, their statement is
  115. correct; however, the way it is worded might lead an unsuspecting reader
  116. to believe that emulation is illegal. Emulators in themselves are not
  117. illegal (see Apple vs. Readysoft); however, playing unauthorized copies
  118. of videogames on an emulator IS illegal because of the illegal nature of
  119. the games (see points 2 and 3 in this document). The nature of the
  120. emulator has nothing to do with it, with the sole exception of one that
  121. contains proprietary vendor microcode - which would also make the
  122. emulator itself illegal (see AMD vs. Intel, Sony vs. Connectix).]
  123.  
  124. [Not all emulators are videogame emulators, but I will forgive Nintendo
  125. for that little oversight - after all, they are a videogame company, and
  126. videogame emulation is their only concern.]
  127.  
  128. 5) How Does Nintendo Feel About the Emergence of Video Game Emulators?
  129.  
  130. The introduction of video game emulators represents the greatest threat
  131. to date to the intellectual property rights of video game developers.
  132. As is the case with any business or industry, when its products become
  133. available for free, the revenue stream supporting that industry is
  134. threatened. Such emulators have the potential to significantly damage a
  135. worldwide entertainment software industry which generates over $15
  136. billion annually, and tens of thousands of jobs.
  137.  
  138. [No change here. Note that it is the threat to Nintendo's "revenue
  139. stream" that would put in jeopardy any claim that those who dump "ROMs"
  140. might make with regards to "fair use." Remember, the effect on a
  141. potential market is the single most important part of the "fair use"
  142. test (see Nimmer on Copyright), so the free distribution of "ROMs" is a
  143. significant threat. It is important to note, though, that the courts
  144. have yet to find substantive cause that a specialized third-party
  145. product designed for use with a given computer system's software can
  146. have a significant impact on sales for the original system (see Atari
  147. vs. Coleco, Nintendo vs. Galoob), so it would seem that the emulator
  148. itself is safe for now - assuming that it is a "clean room" product,
  149. of course.]
  150.  
  151. [The only problem with this argument, though, is that slippery
  152. definition of "economic viability," and I think both Nintendo and Sony
  153. (PSX) have a valid argument here. After all, emulators for their
  154. systems came out while their consoles were still very much alive and
  155. kicking. The only guide for litigation in this regard is the A-Max case
  156. (see Apple vs. Readysoft), but even there Apple was getting some
  157. royalties from Mac BIOS ROM sales to A-Max users, who had to go out and
  158. buy the real thing in order to get A-Max to work. Nintendo and Sony are
  159. getting absolutely nothing from their emulation problems. Zero. Zilch.
  160. Na-da. Not a pfenning. Not even a farthing. No, the "software
  161. royalties" argument doesn't apply, as A-Max was in the same situation.
  162. It will be interesting to see how Sony's litigation in this regard turns
  163. out, and I'm sure that the big N will be paying close attention to the
  164. lawsuits over bleem! and the Virtual Game Station.]
  165.  
  166. 6) What is Nintendo's Position on the N64 Emulator, the UltraHLE?
  167.  
  168. The UltraHLE is illegal. The N64 emulator infringes Nintendo's
  169. intellectual property rights, including copyrights, and circumvents
  170. Nintendo's anti-piracy security system.
  171.  
  172. ["The UltraHLE?" I thought they came in six-packs. ^_^]
  173.  
  174. [Identical wording from the last time, and my response is the same. To
  175. quote the most important part of my original response, "They can't make
  176. a viable court case unless they can prove one of [two things]: use of
  177. copyrighted code or patent/trademark violation."]
  178.  
  179. [So how do they see UltraHLE as an infringement? Well, they hold
  180. patents and copyrights on the N64 hardware and microcode. If UltraHLE
  181. violates those patents or unlawfully duplicates portions of copyrighted
  182. Nintendo microcode, then ergo - intellectual property infringement.
  183. The only way to prove otherwise would be for Epsilion and RealityMan to
  184. release their source (HELLO, GUYS!), just as most of the developers of
  185. the current crop of N64 emulators are using. Remember, "clean room"
  186. reverse engineering of a piece of hardware is perfectly legal (see IBM
  187. vs. Phoenix), but using proprietary vendor microcode (see Apple vs.
  188. Franklin) or code protected by a software patent (see Stac vs.
  189. Microsoft) is in fact illegal.]
  190.  
  191. [So, let's assume the patent and copyright hurdles are successfully
  192. leaped. What's left? Trademark infringement. A-HA! That @#$(!*@#!
  193. Nintendo graphic that appears at the start of every licensed N64 game!
  194. Both the 3D "N" and the Nintendo logo are registered Nintendo
  195. trademarks. If UltraHLE (or any other N64 emulator) is used to run a
  196. "ROM" that contains either one of these or any other Nintendo trademark
  197. without Nintendo's explicit permssion, then it can be said that UltraHLE
  198. is infringing Nintendo's intellectual property (see Sega vs. Accolade).
  199. No, it does no good to try and disable it - it is illegal to mess with
  200. a trademark generated on a computer display (see Playboy vs. Frena)]
  201.  
  202. [Oh, boy....]
  203.  
  204. [About the security system argument, I think that's still debatable. If
  205. the emulator doesn't duplicate it and the "ROM" doesn't include it, then
  206. there is no issue - assuming that the "ROM" in question is one of the
  207. "intermediate copies" in RealityMan's possession. After all, he's the
  208. one claiming that the anti-piracy security system wasn't an issue. That
  209. is, of course, unless the actual game code itself somehow links to that
  210. security system, and there are N64 games that do just that - hence the
  211. many "ROM" patches, fixes, and cracks for certain N64 "ROMz." Assuming
  212. that you have one of these "ROMz," which has been patched to somehow
  213. alter or disable that anti-piracy security system interface, then you
  214. now have a problem ... a BIG problem ... a LEGALLY LIABLE problem ...
  215. VIOLATION of a Nintendo PATENT ... and if you load any "ROM" into your
  216. N64 emulator that has (or had) that interface, then YOU ARE GUILTY of
  217. patent violation. If you thought the penalties for copyright violation
  218. were bad enough, then wait until you get a taste of a patent violation
  219. lawsuit. You don't want to go there. Trust me.]
  220.  
  221. [Oh, $#!+....]
  222.  
  223. 7) Does Nintendo Believe the UltraHLE Violates its Intellectual Property
  224. Rights?
  225.  
  226. Yes.
  227.  
  228. [But of course. ^_^ Why not? You've still got to prove it in court,
  229. though, just like I said last time. The burden of proof with regards
  230. to intellectual property infringement rests with the owner, not the
  231. infringer, as U.S. law clearly states. Be careful, other N64 emulator
  232. authors - the big N is on record as saying that they WILL sue Epsilion
  233. and RealityMan over UltraHLE, and they've made similar moves against
  234. other N64 emulation projects. Perhaps now is the time to get your
  235. "clean room" source code ready. In addition, you might want to figure
  236. out a way to build some kind of hardware interface in order to use
  237. actual N64 carts with you emulator, just like A-Max did with the Mac
  238. BIOS ROMs (see Apple vs. Readysoft). That way, Nintendo can't touch
  239. you with any contention of intellectual property violation in this
  240. regard, as the precedent set in the A-Max case shows.]
  241.  
  242. 8) Does Nintendo Think Emulation Companies Promote Piracy? Why?
  243.  
  244. Yes. The only purpose of video game emulators are to play illegal
  245. copied games from the Internet.
  246.  
  247. [Sigh. No change in attitude here. This may be true as far as N64
  248. cart dumps go, but not for bleem! and Sony PSX CDs. In addition, I
  249. don't think the folks who will be doing the commercial emulators for
  250. Nintendo's new console will be getting "illegal copes from the
  251. Internet." I'll also keep this in mind whenever Steve Snake releases
  252. the next edition of the Sega Smash Pack. ^_^ After all, that's nothing
  253. more than a commercially licensed version of his KGen freeware emulator,
  254. and Sega's the one providing the "ROMs" for it - custom format and all.]
  255.  
  256. 9) What Does Nintendo Think of the Argument that an Emulator Like the
  257. UltraHLE is Actually Good for Nintendo Because it Promotes the Nintendo
  258. Brand to PC Users and Leads to More Sales of N64 Games?
  259.  
  260. [There's that "the UltraHLE" phrase again! Grrrrrrrr....]
  261.  
  262. Distribution of an emulator trades off of Nintendo's goodwill and
  263. the millions of dollars invested in research & development and marketing
  264. by Nintendo and its licensees. Substantial damages are caused to
  265. Nintendo and its licensees. It is irrelevant whether or not someone
  266. profits from the distribution of an emulator. The emulator promotes the
  267. play of illegal ROMS, NOT authentic games. Thus, not only does it not
  268. lead to more sales, it has the opposite effect and purpose.
  269.  
  270. [I'm sure Lewis Galoob and the folks who developed the Game Genie would
  271. love to vent on this position (see Nintendo vs. Galoob). The only
  272. statement worth considering in this claim is the fourth sentence, "The
  273. emulator promotes the play of illegal 'ROMs,' NOT authentic games."
  274. This is almost certainly true in the case of any unlicensed N64 emulator
  275. in possession of the average user, as cart dumps for use by the average
  276. user are themselves illegal in nature (see Atari vs. JS&A Group, Sega
  277. vs. Accolade, Nintendo vs. Atari).]
  278.  
  279. [Finally, that last sentence about cart sales is a double diaper load,
  280. as anybody who's read Nintendo's latest financial statements will tell
  281. you. I used to think otherwise and said as much last time, until I
  282. read Nintendo's news releases concerning its profits for myself.]
  283.  
  284. [Remember, a vendor cannot redefine its interpretation of the market
  285. impact on its products at whim to prevent the development of a
  286. derivative product (see Nintendo vs. Galoob). Nintendo has always held
  287. that emulation cuts into its profit margins, but they have yet to prove
  288. it in a court of law, and their net profits would seem to indicate
  289. otherwise. Until they can prove their point, I'm going to stick by my
  290. position that their chief concern is maximum profit at minimum cost,
  291. with anything that even microscopically impacts those profit margins
  292. being reason enough to call in the goon squad.]
  293.  
  294. 10) How Come Nintendo Does Not Take Steps Towards Legitimizing Emulation?
  295.  
  296. Emulators promote piracy. That's like asking why doesn't Nintendo
  297. legitimize piracy. It doesn't make any business sense. It's that
  298. simple and not open to debate.
  299.  
  300. [Oh, puh-leeze. I won't even deign to thrash this claim again the
  301. second time around. Just go read all three parts of the EmuFAQ,
  302. Module 1 - "The Emulator." Emulation is perfectly legal - unless,
  303. of course, you're a vendor trying to maintain the proprietary nature
  304. of YOUR product. To YOU, no emulator is legal unless it is YOUR
  305. emulator, or a third-party emulator released under YOUR license.
  306. Remember, maximum profit at minimum cost. If YOU own or hold the
  307. license to the emulator, then it is YOUR money-making product. Now,
  308. about those commercial emulators being developed for Nintendo's new
  309. console....]
  310.  
  311. 11) How Come Nintendo Only Focuses on Closing Down Websites that Distribute
  312. ROMs Rather than the Emulators Themselves?
  313.  
  314. Nintendo pursues all aspects of on-line piracy, including emulators and
  315. ROMs. ROMs on the Internet are unauthorized copies of copyrighted works
  316. of Nintendo and its third party publishers and are illegal. This is
  317. well recognized by all those offering emulators on these sites. Solely
  318. offering emulators does not insulate a person from liability for
  319. intellectual property infringement. Nintendo is focusing on all
  320. infringers.
  321.  
  322. [No change from their last posting, and no change in my response. I
  323. reproduce it in full below.]
  324.  
  325. ["Notice how they neatly sidestepped the whole issue of emulators
  326. themselves? That's because the legality of a software-based emulator
  327. is well established. Nintendo and other such companies have repeatedly
  328. tried and failed in this regard using the 'intellectual property'
  329. argument as a basis. They can threaten and they can even file court
  330. action, but emulator authors have just as good a chance of winning the
  331. case as Nintendo does based on legal precedent. That's why they and
  332. other companies involved in such disputes almost always back down or
  333. make deals on the side.]
  334.  
  335. ["The point they make is a good one, though - the illegial distribution
  336. of commercial titles that their authors have not placed into the public
  337. domain. Remember that ol' 'infringing copy' defintion. Also, just
  338. because a ROM doesn't have a copyright notice doesn't mean it's public
  339. domain, according to the Berne Copyright Convention. Rarely can
  340. webmasters prove the legality of their on-line ROM postings, and rarely
  341. are they 100% legal; therefore, they get shut down. 'Well, I'm just
  342. offering emulators,' you might say. Don't forget the 'intellectual
  343. property' issue. Nintendo may not be able to win that point in court,
  344. but they have the means and the money to make your life quite miserable
  345. for some time while you try to prove your case - an effort you may not
  346. be able to financially handle. Perhaps the best thing to do is to
  347. start sponsoring Nintendo flame sites, because that's just about the
  348. only way not to get sued if you take that 'intellectual property'
  349. argument to its logical extreme.]
  350.  
  351. ["I've noticed lately that most of the reputable emulation sites are
  352. now taking great pains to shy away from anything that would cause them
  353. legal headaches. The few that still get into trouble are the ones that
  354. don't do their legal homework, and they're generally cooperative with
  355. the ISDA, ESRB, SPA <now the SIIA - ed.>, and other software police
  356. agencies in this regard."]
  357.  
  358. 12) People Making Emulators and ROMs are Helping Publishers by Making Old
  359. Games Available that are No Longer Being Sold by the Copyright Owner.
  360. This Does Not Hurt Anyone and Allows Gamers to Play Old Favorites.
  361. What's the Problem?
  362.  
  363. [As Nintendo's response has not changed, I reproduce their contention
  364. interspersed with my commentary almost exactly as it appeared the first
  365. time around.]
  366.  
  367. The problem is that it's illegal.
  368.  
  369. ["Well, DUH! Give that boy a prize!"]
  370.  
  371. Copyrights and trademarks of games are corporate assets.
  372.  
  373. ["Read 'money-making commodities.'"]
  374.  
  375. If these vintage titles are available far and wide,...
  376.  
  377. ["...without a price tag and the requisite kickback for Nintendo..."]
  378.  
  379. ...it undermines the value of this intellectual property and adversely
  380. affects the right owner.
  381.  
  382. ["...nobody makes any money, and Nintendo in particular doesn't get its
  383. cut, either. This is almost exactly the same argument they used when
  384. the cart resellers first went into business, and is still as ridiculous
  385. now as it was then. Oh, and have you noticed that folks are already
  386. reselling N64 carts? Tsk, tsk, tsk.]
  387.  
  388. ["In fact, Nintendo is just about the lone holdout in the classic games
  389. forum, refusing to reissue or port its old titles for newer platforms -
  390. unless it's their own in-house platforms so they can pocket 100% of the
  391. profit. No one's ever been able to figure out exactly why they insist
  392. on behaving this way, and many bright young intelligent people aren't
  393. willing to wait - hence the emulation scene. You know, NES/FC and
  394. SNES/SFC are just as strong there as they ever were, and most feel that
  395. Nintendo could do nothing but gain if it cashed in on the emulation
  396. scene instead of playing the raging bull in the china shop. Almost
  397. everybody else has done it, so why not Nintendo? The sad truth is that
  398. they don't see any real money in porting to other systems - hence no
  399. old title ports or re-releases unless it's on their proprietary
  400. hardware."]
  401.  
  402. In addition, the assumption that the games involved are vintage or
  403. nostalgia games is incorrect. In fact, there are now more and more
  404. programs available that emulate current game systems such as Game Boy
  405. and the Nintendo 64.
  406.  
  407. ["Nice to know that they keep up on current events."]
  408.  
  409. Emulator/ROM piracy...
  410.  
  411. ["No, STUPID, that's ROM piracy! Emulators in themselves are perfectly
  412. legal...no, never mind. Why should I even bother when you're not
  413. listening?! You CAN'T pirate an emulator unless it's a commercial
  414. product!!!" <just ask the folks at bleem LLC - ed.>]
  415.  
  416. ...is competing head-on with Nintendo's current systems and software.
  417.  
  418. ["True, even allowing for your blatant misinformation. So why don't
  419. you fill the cases with epoxy, like IBM used to do with its computers?
  420. Because you know someone's going to go to the trouble to melt off the
  421. epoxy, dump the code, and then you'd be right where you are now - just
  422. a year or two farther down the road. Come to think of it, that might
  423. not be such a bad idea - it gives you another year or two to increase
  424. the viability of those ol' 'corporate assets,' doesn't it?"]
  425.  
  426. 13) Isn't it Okay to Download ROMs for Games that are No Longer Distributed
  427. in the Stores or Commercially Exploited? Aren't They Considered "Public
  428. Domain"?
  429.  
  430. [Same contention, same comments. I reproduce them as before.]
  431.  
  432. ["'Commercially exploited' - at least somebody at Nintendo has a sense
  433. of humor." ^_^]
  434.  
  435. No, the current availability of a game in stores is irrelevant as to
  436. its copyright status. Copyrights do not enter the public domain
  437. just because they are no longer commercially exploited or widely
  438. available. Therefore, the copyrights of games are valid even if the
  439. games are not found on store shelves, and using, copying and/or
  440. distributing those games is a copyright infringement.
  441.  
  442. ["...unless you, as the copyright owner, place your property into the
  443. public domain. Rainbird's Elite for the NES and Zyrinx Software's Zero
  444. Tolerance games for the Sega Genesis are two well-known examples of
  445. console games that have been placed into the public domain by their
  446. copyright owners. Even so, Nintendo is right with regards to 'active'
  447. commercial titles - that is, titles whose owners are still hanging onto
  448. them for whatever reason. The two examples cited above would be
  449. considered 'inactive' because their owners have disavowed their rights
  450. with regard to copyright protection."]
  451.  
  452. 14) Haven't the Copyrights for Old Games Expired?
  453.  
  454. [Same contention, same comments. I reproduce them as before.]
  455.  
  456. U.S. copyright laws state that copyrights owned by corporations
  457. are valid for 75 years from the date of first publication. Because
  458. video games have been around for less than three decades, the
  459. copyrights of all video games will not expire for many decades to
  460. come.
  461.  
  462. ["Nintendo is citing US 17 CFR 302 paragraph c. To wit:]
  463.  
  464. ["'Anonymous works, pseudonymous works, and works made for hire. In the
  465. case of an anonymous work, a pseudonymous work, or a work made for hire,
  466. the copyright endures for a term of seventy-five years from the year of
  467. its first publication, or a term of one hundred years from the year of
  468. its creation, whichever expires first. If, before the end of such term,
  469. the identity of one or more of the authors of an anonymous or
  470. pseudonymous work is revealed in the records of a registration made for
  471. that work under subsections (a) or (d) of section 408, or in the records
  472. provided by this subsection, the copyright in the work endures for the
  473. term specified by subsection (a) or (b), based on the life of the author
  474. or authors whose identity has been revealed. Any person having an
  475. interest in the copyright in an anonymous or pseudonymous work may at
  476. any time record, in records to be maintained by the Copyright Office for
  477. that purpose, a statement identifying one or more authors of the work;
  478. the statement shall also identify the person filing it, the nature of
  479. that person's interest, the source of the information recorded, and
  480. the particular work affected, and shall comply in form and content with
  481. requirements that the Register of Copyrights shall prescribe by
  482. regulation.']
  483.  
  484. ["FYI, this applies to every single commercial piece of computer
  485. software created since 1978 regardless of age or ownership, since they
  486. can all be categorized as "works for hire." This does NOT apply to
  487. public domain titles; these are works whose authors are known and the
  488. lifespan of those copyrights (if exercised) is life of the author(s)
  489. plus fifty years."]
  490.  
  491. 15) Are "Game Copying Devices" such as the Dr.V64, Z64 and Others, Illegal?
  492.  
  493. Yes. Game copiers enable users to illegally copy video game software
  494. onto floppy disks, writeable compact disks, or the hard drive of a
  495. personal computer. They enable the user to make, play and distribute
  496. illegal copies of video game software which violates Nintendo's
  497. copyrights and trademarks. These devices also allow for the uploading
  498. and downloading of ROMs to and from the Internet. Based upon the
  499. functions of these devices, they are illegal.
  500.  
  501. [Remember, last time I said that I was unsure of the legality of such
  502. devices and that I was going to research the issue. Well, the first
  503. two sentences are correct - cart dumpers are illegal for the average
  504. user to own, obtain, use, or vend (see Atari vs. JS&A Group, also 17 US
  505. CFR 1201, paragraph a). That also makes the last sentence valid. I
  506. still have a problem with the use of the term "game copier," as this
  507. can be applied to archival programs for computer software, which are in
  508. fact legal (see Vault vs. Quaid). Also, I have yet to see a "game
  509. copier" that could interface with the Internet, unless they know
  510. something about ROM dumpers that I don't. Nintendo might want to
  511. change that line to read, "The illegal 'ROMs' made from these devices
  512. can then be uploaded to or downloaded from the Internet."]
  513.  
  514. [As I said last time, Nintendo needs to substitute a more explicit term
  515. for "game copier." Unfortunately, I don't have a good substitute to
  516. suggest, since Nintendo will be adopting a form of DVD-ROM format for
  517. its new console, so I guess we're stuck with their term for now. Just
  518. be sure to understand that they are referring to the illegal duplication
  519. of videogame console software, and not computer videogame software in
  520. general. It is still legal to archive a videogame developed expressly
  521. for a personal computer system under copyright law (see Vault vs. Quaid,
  522. also US 17 CFR 117, paragraphs a and b).]
  523.  
  524. [One last thing - note the careful wording of the entire paragraph. No
  525. mention of a videogame cartridge anywhere. A bit of foresight on the
  526. big N's part, perhaps? More proof to support my belief that videogame
  527. companies plan on trying to change the definintion of "permanent storage
  528. media" so it can go beyond mere hardware - say, CD-ROM and DVD-ROM,
  529. perhaps? Makes you wonder....]
  530.  
  531. 16) Can Websites and/or Internet Service Providers (ISPs) be Held Liable
  532. for Violation of Intellectual Property Rights if they are Only
  533. Providing Links to Illegal Software and/or Other Illegal Devices?
  534.  
  535. Yes. The websites and/or ISPs for sites which link to ROMs, emulators,
  536. and/or illegal copying devices can be held liable for copyright and
  537. trademark violations, regardless of whether the illegal software and/or
  538. devices are on their site or whether they are linking to the sites
  539. where the illegal items are found.
  540.  
  541. [No change here, and no change in my support of their claim, either.
  542. A website can be held legally liable for infringing links on its site,
  543. and that culpability also extends to both the host ISP and any users of
  544. the site (see Shetland News vs. Wills and ZetNews, and Futuredontics vs.
  545. Applied Anagramics; also US 17 CFR 512 and US 18 CFR 2701). I have
  546. learned this since my last response to the Nintendo EmuFAQ, and a more
  547. detailed discussion appears in the EmuFAQ, Module 2, Part 6 -
  548. "Supporting the Software Base."]
  549.  
  550. 17) How Do I Report Sites that are Offering Illegal Software or Other
  551. Illegal Video Game Products?
  552.  
  553. Please either call and report that information to Nintendo of America
  554. Inc. at 1-800-633-3236 or e-mail us at [email protected].
  555.  
  556. [At least they don't claim to be the Ghostbusters. ^_^ Who ya gonna
  557. call? Nin-ten-do!]
  558.  
  559. ---------------------------------------------------------------------------
  560. All-in-all, it's a little bit better than it was before. Yes, it still has
  561. its problems, to be sure, but at least Nintendo has made what I feel to be
  562. an honest effort at resolving one of the more glaring errors of the earlier
  563. release. I still feel it needs work, given my own personal research into
  564. the legalities of emulation, but I commend Nintendo for being willing to
  565. modify their stance on emulation - even if only in one small way. After
  566. all, large rockslides start from tiny pebbles.
  567.  
  568. 1 July 1999
  569. ----------------------------------------------------------------------------
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